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  • How to change radius of rounded rectangle in Photoshop

    - by MattDiPasquale
    At this point, I'm thinking of just using CSS 3, esp. since I'm a programmer, but I'd like to do this with Photoshop because I think it's nicer since I'm working with images anyway, among other reasons... Before I move on, my first question is: Is there a place like SuperUser for designers (or for Photoshop-like or questions)? What I Want: I want the icons on http://www.mattdipasquale.com/ to look like those on http://about.me/mattdipasquale. About.me has an outdated Twitter icon and does not have icons for GitHub, StackOverflow, etc. So, although I like the look of their icons, I want to be able to create these icons myself instead of using their versions. What I Have: I have different iphone icons, like the Facebook iPhone icon, Twitter iPhone icon, etc., that I got from iTunes, using Firebug to find the URL of the background image. I opened them up in Photoshop and pressed option + command + i to reduce the image size to 32px x 32px with Bicubic Sharper (best for reduction). I now have a square icon layer. Closing the Gap: In addition to the icon layer, I want to have a clipping-mask layer that will apply the 5px rounded-corners, 1px stroke, and 1px bevel. (Note: I just want to apply effects to the edges of the icon because the gloss and other effects are already encoded in the iTunes image. Also, I'm just guessing about the pixel values, but I want it to look good, like the icons on about.me.) What settings should I use for the blend options to make the icons look good, like iphone icons or those used by about.me? Why a Clipping Mask? The reason I want to use a clipping mask is that I want ease of reproducibility. I want to be able to apply the same styling to other square icon layers by simply replacing the square icon layer and then saving for web. If there is a better way to achieve such ease of reproducibility, please suggest it. I've seen Photoshop iPhone icon templates, but I couldn't figure out how to use them with my own images. Thanks! Matt

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  • How to set up dual quadro cards on RHEL 5.5?

    - by Alex J. Roberts
    I have a RHEL 5 workstation with 2 nvidia Quadro FX4500 cards, with one display attached to each card. After doing a clean install of RHEL 5.5, the second display doesnt work (it worked ok in RHEL 5.2). Neither separate X screens nor Xinerama are working. The kernel version is 2.6.18-194.el5 I've tried nvidia drivers 185.18.36 (the ones that i was using on 5.2) and the latest 260.19.36 and neither works. My xorg.conf is as follows: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 1.0 (buildmeister@builder58) Fri Aug 14 18:34:43 PDT 2009 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 Screen 1 "Screen1" RightOf "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" EndSection Section "Files" FontPath "unix/:7100" EndSection Section "ServerFlags" Option "Xinerama" "1" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/input/mice" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from data in "/etc/sysconfig/keyboard" Identifier "Keyboard0" Driver "kbd" Option "XkbLayout" "us" Option "XkbModel" "pc105" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL 3007WFP" HorizSync 49.3 - 98.5 VertRefresh 60.0 Option "DPMS" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor1" VendorName "Unknown" ModelName "DELL 3007WFP" HorizSync 49.3 - 98.5 VertRefresh 60.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro FX 4500" BusID "PCI:10:0:0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro FX 4500" BusID "PCI:129:0:0" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "TwinView" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection And the Xorg Log: X Window System Version 7.1.1 Release Date: 12 May 2006 X Protocol Version 11, Revision 0, Release 7.1.1 Build Operating System: Linux 2.6.18-164.11.1.el5 x86_64 Red Hat, Inc. Current Operating System: Linux blur.svsdsde 2.6.18-194.el5 #1 SMP Tue Mar 16 21:52:39 EDT 2010 x86_64 Build Date: 06 March 2010 Build ID: xorg-x11-server 1.1.1-48.76.el5 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Module Loader present Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.0.log", Time: Fri Feb 18 09:52:08 2011 (==) Using config file: "/etc/X11/xorg.conf" (==) ServerLayout "Layout0" (**) |-->Screen "Screen0" (0) (**) | |-->Monitor "Monitor0" (**) | |-->Device "Device0" (**) |-->Screen "Screen1" (1) (**) | |-->Monitor "Monitor1" (**) | |-->Device "Device1" (**) |-->Input Device "Keyboard0" (**) |-->Input Device "Mouse0" (**) FontPath set to: unix/:7100 (==) RgbPath set to "/usr/share/X11/rgb" (==) ModulePath set to "/usr/lib64/xorg/modules" (**) Option "Xinerama" "1" (**) Xinerama: enabled (==) Max clients allowed: 512, resource mask: 0xfffff (II) Open ACPI successful (/var/run/acpid.socket) (II) Module ABI versions: X.Org ANSI C Emulation: 0.3 X.Org Video Driver: 1.0 X.Org XInput driver : 0.6 X.Org Server Extension : 0.3 X.Org Font Renderer : 0.5 (II) Loader running on linux (II) LoadModule: "bitmap" (II) Loading /usr/lib64/xorg/modules/fonts/libbitmap.so (II) Module bitmap: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 Module class: X.Org Font Renderer ABI class: X.Org Font Renderer, version 0.5 (II) Loading font Bitmap (II) LoadModule: "pcidata" (II) Loading /usr/lib64/xorg/modules/libpcidata.so (II) Module pcidata: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 ABI class: X.Org Video Driver, version 1.0 (++) using VT number 7 (II) PCI: PCI scan (all values are in hex) (II) PCI: 00:00:0: chip 10de,005e card 103c,1500 rev a3 class 05,80,00 hdr 00 (II) PCI: 00:01:0: chip 10de,0051 card 103c,1500 rev a3 class 06,01,00 hdr 80 (II) PCI: 00:01:1: chip 10de,0052 card 103c,1500 rev a2 class 0c,05,00 hdr 80 (II) PCI: 00:02:0: chip 10de,005a card 103c,1500 rev a2 class 0c,03,10 hdr 80 (II) PCI: 00:02:1: chip 10de,005b card 103c,1500 rev a3 class 0c,03,20 hdr 80 (II) PCI: 00:04:0: chip 10de,0059 card 103c,1500 rev a2 class 04,01,00 hdr 00 (II) PCI: 00:06:0: chip 10de,0053 card 103c,1500 rev f2 class 01,01,8a hdr 00 (II) PCI: 00:07:0: chip 10de,0054 card 103c,1500 rev f3 class 01,01,85 hdr 00 (II) PCI: 00:08:0: chip 10de,0055 card 103c,1500 rev f3 class 01,01,85 hdr 00 (II) PCI: 00:09:0: chip 10de,005c card 0000,0000 rev a2 class 06,04,01 hdr 01 (II) PCI: 00:0a:0: chip 10de,0057 card 103c,1500 rev a3 class 06,80,00 hdr 00 (II) PCI: 00:0e:0: chip 10de,005d card 0000,0000 rev a3 class 06,04,00 hdr 01 (II) PCI: 00:18:0: chip 1022,1100 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:18:1: chip 1022,1101 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:18:2: chip 1022,1102 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:18:3: chip 1022,1103 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:19:0: chip 1022,1100 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:19:1: chip 1022,1101 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:19:2: chip 1022,1102 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 00:19:3: chip 1022,1103 card 0000,0000 rev 00 class 06,00,00 hdr 80 (II) PCI: 05:05:0: chip 104c,8023 card 103c,1500 rev 00 class 0c,00,10 hdr 00 (II) PCI: 0a:00:0: chip 10de,009d card 10de,02af rev a1 class 03,00,00 hdr 00 (II) PCI: End of PCI scan (II) PCI-to-ISA bridge: (II) Bus -1: bridge is at (0:1:0), (0,-1,-1), BCTRL: 0x0008 (VGA_EN is set) (II) Subtractive PCI-to-PCI bridge: (II) Bus 5: bridge is at (0:9:0), (0,5,5), BCTRL: 0x0206 (VGA_EN is cleared) (II) Bus 5 non-prefetchable memory range: [0] -1 0 0xf5000000 - 0xf50fffff (0x100000) MX[B] (II) PCI-to-PCI bridge: (II) Bus 10: bridge is at (0:14:0), (0,10,10), BCTRL: 0x000a (VGA_EN is set) (II) Bus 10 I/O range: [0] -1 0 0x00003000 - 0x00003fff (0x1000) IX[B] (II) Bus 10 non-prefetchable memory range: [0] -1 0 0xf3000000 - 0xf4ffffff (0x2000000) MX[B] (II) Bus 10 prefetchable memory range: [0] -1 0 0xc0000000 - 0xcfffffff (0x10000000) MX[B] (II) Host-to-PCI bridge: (II) Bus 0: bridge is at (0:24:0), (0,0,10), BCTRL: 0x0008 (VGA_EN is set) (II) Bus 0 I/O range: [0] -1 0 0x00000000 - 0x0000ffff (0x10000) IX[B] (II) Bus 0 non-prefetchable memory range: [0] -1 0 0x00000000 - 0xffffffff (0x100000000) MX[B] (II) Bus 0 prefetchable memory range: [0] -1 0 0x00000000 - 0xffffffff (0x100000000) MX[B] (--) PCI:*(10:0:0) nVidia Corporation Quadro FX 4500 rev 161, Mem @ 0xf3000000/24, 0xc0000000/28, 0xf4000000/24, I/O @ 0x3000/7 (II) Addressable bus resource ranges are [0] -1 0 0x00000000 - 0xffffffff (0x100000000) MX[B] [1] -1 0 0x00000000 - 0x0000ffff (0x10000) IX[B] (II) OS-reported resource ranges: [0] -1 0 0x00100000 - 0x3fffffff (0x3ff00000) MX[B]E(B) [1] -1 0 0x000f0000 - 0x000fffff (0x10000) MX[B] [2] -1 0 0x000c0000 - 0x000effff (0x30000) MX[B] [3] -1 0 0x00000000 - 0x0009ffff (0xa0000) MX[B] [4] -1 0 0x0000ffff - 0x0000ffff (0x1) IX[B] [5] -1 0 0x00000000 - 0x000000ff (0x100) IX[B] (II) Active PCI resource ranges: [0] -1 0 0xf5000000 - 0xf5003fff (0x4000) MX[B] [1] -1 0 0xf5004000 - 0xf50047ff (0x800) MX[B] [...snipped... post too long] [28] -1 0 0x0000fb00 - 0x0000fbff (0x100) IX[B] [29] -1 0 0x00003000 - 0x0000307f (0x80) IX[B](B) (II) Active PCI resource ranges after removing overlaps: [0] -1 0 0xf5000000 - 0xf5003fff (0x4000) MX[B] [1] -1 0 0xf5004000 - 0xf50047ff (0x800) MX[B] [...snipped... post too long] [28] -1 0 0x0000fb00 - 0x0000fbff (0x100) IX[B] [29] -1 0 0x00003000 - 0x0000307f (0x80) IX[B](B) (II) OS-reported resource ranges after removing overlaps with PCI: [0] -1 0 0x00100000 - 0x3fffffff (0x3ff00000) MX[B]E(B) [1] -1 0 0x000f0000 - 0x000fffff (0x10000) MX[B] [2] -1 0 0x000c0000 - 0x000effff (0x30000) MX[B] [3] -1 0 0x00000000 - 0x0009ffff (0xa0000) MX[B] [4] -1 0 0x0000ffff - 0x0000ffff (0x1) IX[B] [5] -1 0 0x00000000 - 0x000000ff (0x100) IX[B] (II) All system resource ranges: [0] -1 0 0x00100000 - 0x3fffffff (0x3ff00000) MX[B]E(B) [1] -1 0 0x000f0000 - 0x000fffff (0x10000) MX[B] [2] -1 0 0x000c0000 - 0x000effff (0x30000) MX[B] [3] -1 0 0x00000000 - 0x0009ffff (0xa0000) MX[B] [4] -1 0 0xf5000000 - 0xf5003fff (0x4000) MX[B] [5] -1 0 0xf5004000 - 0xf50047ff (0x800) MX[B] [6] -1 0 0xf5104000 - 0xf5104fff (0x1000) MX[B] [7] -1 0 0xf5103000 - 0xf5103fff (0x1000) MX[B] [8] -1 0 0xf5102000 - 0xf5102fff (0x1000) MX[B] [9] -1 0 0xf5101000 - 0xf5101fff (0x1000) MX[B] [10] -1 0 0xfebf0000 - 0xfebf00ff (0x100) MX[B] [11] -1 0 0xf5100000 - 0xf5100fff (0x1000) MX[B] [12] -1 0 0xf4000000 - 0xf4ffffff (0x1000000) MX[B](B) [13] -1 0 0xc0000000 - 0xcfffffff (0x10000000) MX[B](B) [14] -1 0 0xf3000000 - 0xf3ffffff (0x1000000) MX[B](B) [15] -1 0 0x0000ffff - 0x0000ffff (0x1) IX[B] [16] -1 0 0x00000000 - 0x000000ff (0x100) IX[B] [17] -1 0 0x000048f0 - 0x000048f7 (0x8) IX[B] [18] -1 0 0x000048c0 - 0x000048cf (0x10) IX[B] [19] -1 0 0x00004c04 - 0x00004c07 (0x4) IX[B] [20] -1 0 0x000048e8 - 0x000048ef (0x8) IX[B] [21] -1 0 0x00004c00 - 0x00004c03 (0x4) IX[B] [22] -1 0 0x000048e0 - 0x000048e7 (0x8) IX[B] [23] -1 0 0x000048b0 - 0x000048bf (0x10) IX[B] [24] -1 0 0x000048fc - 0x000048ff (0x4) IX[B] [25] -1 0 0x000048d8 - 0x000048df (0x8) IX[B] [26] -1 0 0x000048f8 - 0x000048fb (0x4) IX[B] [27] -1 0 0x000048d0 - 0x000048d7 (0x8) IX[B] [28] -1 0 0x000048a0 - 0x000048af (0x10) IX[B] [29] -1 0 0x00004400 - 0x000044ff (0x100) IX[B] [30] -1 0 0x00004000 - 0x000040ff (0x100) IX[B] [31] -1 0 0x00004840 - 0x0000487f (0x40) IX[B] [32] -1 0 0x00004800 - 0x0000483f (0x40) IX[B] [33] -1 0 0x00004880 - 0x0000489f (0x20) IX[B] [34] -1 0 0x0000fb00 - 0x0000fbff (0x100) IX[B] [35] -1 0 0x00003000 - 0x0000307f (0x80) IX[B](B) (II) LoadModule: "extmod" (II) Loading /usr/lib64/xorg/modules/extensions/libextmod.so (II) Module extmod: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 Module class: X.Org Server Extension ABI class: X.Org Server Extension, version 0.3 (II) Loading extension SHAPE (II) Loading extension MIT-SUNDRY-NONSTANDARD (II) Loading extension BIG-REQUESTS (II) Loading extension SYNC (II) Loading extension MIT-SCREEN-SAVER (II) Loading extension XC-MISC (II) Loading extension XFree86-VidModeExtension (II) Loading extension XFree86-Misc (II) Loading extension XFree86-DGA (II) Loading extension DPMS (II) Loading extension TOG-CUP (II) Loading extension Extended-Visual-Information (II) Loading extension XVideo (II) Loading extension XVideo-MotionCompensation (II) Loading extension X-Resource (II) LoadModule: "dbe" (II) Loading /usr/lib64/xorg/modules/extensions/libdbe.so (II) Module dbe: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 Module class: X.Org Server Extension ABI class: X.Org Server Extension, version 0.3 (II) Loading extension DOUBLE-BUFFER (II) LoadModule: "glx" (II) Loading /usr/lib64/xorg/modules/extensions/libglx.so (II) Module glx: vendor="NVIDIA Corporation" compiled for 4.0.2, module version = 1.0.0 Module class: X.Org Server Extension (II) NVIDIA GLX Module 185.18.36 Fri Aug 14 18:27:24 PDT 2009 (II) Loading extension GLX (II) LoadModule: "freetype" (II) Loading /usr/lib64/xorg/modules/fonts/libfreetype.so (II) Module freetype: vendor="X.Org Foundation & the After X-TT Project" compiled for 7.1.1, module version = 2.1.0 Module class: X.Org Font Renderer ABI class: X.Org Font Renderer, version 0.5 (II) Loading font FreeType (II) LoadModule: "type1" (II) Loading /usr/lib64/xorg/modules/fonts/libtype1.so (II) Module type1: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.2 Module class: X.Org Font Renderer ABI class: X.Org Font Renderer, version 0.5 (II) Loading font Type1 (II) LoadModule: "record" (II) Loading /usr/lib64/xorg/modules/extensions/librecord.so (II) Module record: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.13.0 Module class: X.Org Server Extension ABI class: X.Org Server Extension, version 0.3 (II) Loading extension RECORD (II) LoadModule: "dri" (II) Loading /usr/lib64/xorg/modules/extensions/libdri.so (II) Module dri: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 ABI class: X.Org Server Extension, version 0.3 (II) Loading sub module "drm" (II) LoadModule: "drm" (II) Loading /usr/lib64/xorg/modules/linux/libdrm.so (II) Module drm: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 ABI class: X.Org Server Extension, version 0.3 (II) Loading extension XFree86-DRI (II) LoadModule: "nvidia" (II) Loading /usr/lib64/xorg/modules/drivers/nvidia_drv.so (II) Module nvidia: vendor="NVIDIA Corporation" compiled for 4.0.2, module version = 1.0.0 Module class: X.Org Video Driver (II) LoadModule: "kbd" (II) Loading /usr/lib64/xorg/modules/input/kbd_drv.so (II) Module kbd: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.1.0 Module class: X.Org XInput Driver ABI class: X.Org XInput driver, version 0.6 (II) LoadModule: "mouse" (II) Loading /usr/lib64/xorg/modules/input/mouse_drv.so (II) Module mouse: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.1.1 Module class: X.Org XInput Driver ABI class: X.Org XInput driver, version 0.6 (II) NVIDIA dlloader X Driver 185.18.36 Fri Aug 14 17:51:02 PDT 2009 (II) NVIDIA Unified Driver for all Supported NVIDIA GPUs (II) Primary Device is: PCI 0a:00:0 (--) Chipset NVIDIA GPU found (II) Loading sub module "fb" (II) LoadModule: "fb" (II) Loading /usr/lib64/xorg/modules/libfb.so (II) Module fb: vendor="X.Org Foundation" compiled for 7.1.1, module version = 1.0.0 ABI class: X.Org ANSI C Emulation, version 0.3 (II) Loading sub module "wfb" (II) LoadModule: "wfb" (II) Loading /usr/lib64/xorg/modules/libwfb.so (II) Module wfb: vendor="NVIDIA Corporation" compiled for 7.1.99.2, module version = 1.0.0 (II) Loading sub module "ramdac" (II) LoadModule: "ramdac" (II) Loading /usr/lib64/xorg/modules/libramdac.so (II) Module ramdac: vendor="X.Org Foundation" compiled for 7.1.1, module version = 0.1.0 ABI class: X.Org Video Driver, version 1.0 (II) resource ranges after xf86ClaimFixedResources() call: [0] -1 0 0x00100000 - 0x3fffffff (0x3ff00000) MX[B]E(B) [1] -1 0 0x000f0000 - 0x000fffff (0x10000) MX[B] [2] -1 0 0x000c0000 - 0x000effff (0x30000) MX[B] [3] -1 0 0x00000000 - 0x0009ffff (0xa0000) MX[B] [4] -1 0 0xf5000000 - 0xf5003fff (0x4000) MX[B] [5] -1 0 0xf5004000 - 0xf50047ff (0x800) MX[B] [6] -1 0 0xf5104000 - 0xf5104fff (0x1000) MX[B] [7] -1 0 0xf5103000 - 0xf5103fff (0x1000) MX[B] [8] -1 0 0xf5102000 - 0xf5102fff (0x1000) MX[B] [9] -1 0 0xf5101000 - 0xf5101fff (0x1000) MX[B] [10] -1 0 0xfebf0000 - 0xfebf00ff (0x100) MX[B] [11] -1 0 0xf5100000 - 0xf5100fff (0x1000) MX[B] [12] -1 0 0xf4000000 - 0xf4ffffff (0x1000000) MX[B](B) [13] -1 0 0xc0000000 - 0xcfffffff (0x10000000) MX[B](B) [14] -1 0 0xf3000000 - 0xf3ffffff (0x1000000) MX[B](B) [15] -1 0 0x0000ffff - 0x0000ffff (0x1) IX[B] [16] -1 0 0x00000000 - 0x000000ff (0x100) IX[B] [17] -1 0 0x000048f0 - 0x000048f7 (0x8) IX[B] [18] -1 0 0x000048c0 - 0x000048cf (0x10) IX[B] [19] -1 0 0x00004c04 - 0x00004c07 (0x4) IX[B] [20] -1 0 0x000048e8 - 0x000048ef (0x8) IX[B] [21] -1 0 0x00004c00 - 0x00004c03 (0x4) IX[B] [22] -1 0 0x000048e0 - 0x000048e7 (0x8) IX[B] [23] -1 0 0x000048b0 - 0x000048bf (0x10) IX[B] [24] -1 0 0x000048fc - 0x000048ff (0x4) IX[B] [25] -1 0 0x000048d8 - 0x000048df (0x8) IX[B] [26] -1 0 0x000048f8 - 0x000048fb (0x4) IX[B] [27] -1 0 0x000048d0 - 0x000048d7 (0x8) IX[B] [28] -1 0 0x000048a0 - 0x000048af (0x10) IX[B] [29] -1 0 0x00004400 - 0x000044ff (0x100) IX[B] [30] -1 0 0x00004000 - 0x000040ff (0x100) IX[B] [31] -1 0 0x00004840 - 0x0000487f (0x40) IX[B] [32] -1 0 0x00004800 - 0x0000483f (0x40) IX[B] [33] -1 0 0x00004880 - 0x0000489f (0x20) IX[B] [34] -1 0 0x0000fb00 - 0x0000fbff (0x100) IX[B] [35] -1 0 0x00003000 - 0x0000307f (0x80) IX[B](B) (II) resource ranges after probing: [0] -1 0 0x00100000 - 0x3fffffff (0x3ff00000) MX[B]E(B) [1] -1 0 0x000f0000 - 0x000fffff (0x10000) MX[B] [2] -1 0 0x000c0000 - 0x000effff (0x30000) MX[B] [3] -1 0 0x00000000 - 0x0009ffff (0xa0000) MX[B] [4] -1 0 0xf5000000 - 0xf5003fff (0x4000) MX[B] [5] -1 0 0xf5004000 - 0xf50047ff (0x800) MX[B] [6] -1 0 0xf5104000 - 0xf5104fff (0x1000) MX[B] [7] -1 0 0xf5103000 - 0xf5103fff (0x1000) MX[B] [8] -1 0 0xf5102000 - 0xf5102fff (0x1000) MX[B] [9] -1 0 0xf5101000 - 0xf5101fff (0x1000) MX[B] [10] -1 0 0xfebf0000 - 0xfebf00ff (0x100) MX[B] [11] -1 0 0xf5100000 - 0xf5100fff (0x1000) MX[B] [12] -1 0 0xf4000000 - 0xf4ffffff (0x1000000) MX[B](B) [13] -1 0 0xc0000000 - 0xcfffffff (0x10000000) MX[B](B) [14] -1 0 0xf3000000 - 0xf3ffffff (0x1000000) MX[B](B) [15] 0 0 0x000a0000 - 0x000affff (0x10000) MS[B] [16] 0 0 0x000b0000 - 0x000b7fff (0x8000) MS[B] [17] 0 0 0x000b8000 - 0x000bffff (0x8000) MS[B] [18] -1 0 0x0000ffff - 0x0000ffff (0x1) IX[B] [19] -1 0 0x00000000 - 0x000000ff (0x100) IX[B] [20] -1 0 0x000048f0 - 0x000048f7 (0x8) IX[B] [21] -1 0 0x000048c0 - 0x000048cf (0x10) IX[B] [22] -1 0 0x00004c04 - 0x00004c07 (0x4) IX[B] [23] -1 0 0x000048e8 - 0x000048ef (0x8) IX[B] [24] -1 0 0x00004c00 - 0x00004c03 (0x4) IX[B] [25] -1 0 0x000048e0 - 0x000048e7 (0x8) IX[B] [26] -1 0 0x000048b0 - 0x000048bf (0x10) IX[B] [27] -1 0 0x000048fc - 0x000048ff (0x4) IX[B] [28] -1 0 0x000048d8 - 0x000048df (0x8) IX[B] [29] -1 0 0x000048f8 - 0x000048fb (0x4) IX[B] [30] -1 0 0x000048d0 - 0x000048d7 (0x8) IX[B] [31] -1 0 0x000048a0 - 0x000048af (0x10) IX[B] [32] -1 0 0x00004400 - 0x000044ff (0x100) IX[B] [33] -1 0 0x00004000 - 0x000040ff (0x100) IX[B] [34] -1 0 0x00004840 - 0x0000487f (0x40) IX[B] [35] -1 0 0x00004800 - 0x0000483f (0x40) IX[B] [36] -1 0 0x00004880 - 0x0000489f (0x20) IX[B] [37] -1 0 0x0000fb00 - 0x0000fbff (0x100) IX[B] [38] -1 0 0x00003000 - 0x0000307f (0x80) IX[B](B) [39] 0 0 0x000003b0 - 0x000003bb (0xc) IS[B] [40] 0 0 0x000003c0 - 0x000003df (0x20) IS[B] (II) Setting vga for screen 0. (**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32 (==) NVIDIA(0): RGB weight 888 (==) NVIDIA(0): Default visual is TrueColor (==) NVIDIA(0): Using gamma correction (1.0, 1.0, 1.0) (**) NVIDIA(0): Option "TwinView" "0" (**) NVIDIA(0): Option "MetaModes" "nvidia-auto-select +0+0" (**) NVIDIA(0): Enabling RENDER acceleration (II) NVIDIA(0): Support for GLX with the Damage and Composite X extensions is (II) NVIDIA(0): enabled. (II) NVIDIA(0): NVIDIA GPU Quadro FX 4500 (G70GL) at PCI:10:0:0 (GPU-0) (--) NVIDIA(0): Memory: 524288 kBytes (--) NVIDIA(0): VideoBIOS: 05.70.02.41.01 (II) NVIDIA(0): Detected PCI Express Link width: 16X (--) NVIDIA(0): Interlaced video modes are supported on this GPU (--) NVIDIA(0): Connected display device(s) on Quadro FX 4500 at PCI:10:0:0: (--) NVIDIA(0): DELL 3007WFP (DFP-0) (--) NVIDIA(0): DELL 3007WFP (DFP-0): 310.0 MHz maximum pixel clock (--) NVIDIA(0): DELL 3007WFP (DFP-0): Internal Dual Link TMDS (II) NVIDIA(0): Assigned Display Device: DFP-0 (II) NVIDIA(0): Validated modes: (II) NVIDIA(0): "nvidia-auto-select+0+0" (II) NVIDIA(0): Virtual screen size determined to be 2560 x 1600 (--) NVIDIA(0): DPI set to (101, 101); computed from "UseEdidDpi" X config (--) NVIDIA(0): option (WW) NVIDIA(0): UBB is incompatible with the Composite extension. Disabling (WW) NVIDIA(0): UBB. (==) NVIDIA(0): Disabling 32-bit ARGB GLX visuals. (--) Depth 24 pixmap format is 32 bpp (II) do I need RAC? No, I don't. (II) resource ranges after preInit: [0] -1 0 0x00100000 - 0x3fffffff (0x3ff00000) MX[B]E(B) [1] -1 0 0x000f0000 - 0x000fffff (0x10000) MX[B] [2] -1 0 0x000c0000 - 0x000effff (0x30000) MX[B] [3] -1 0 0x00000000 - 0x0009ffff (0xa0000) MX[B] [4] -1 0 0xf5000000 - 0xf5003fff (0x4000) MX[B] [5] -1 0 0xf5004000 - 0xf50047ff (0x800) MX[B] [6] -1 0 0xf5104000 - 0xf5104fff (0x1000) MX[B] [7] -1 0 0xf5103000 - 0xf5103fff (0x1000) MX[B] [8] -1 0 0xf5102000 - 0xf5102fff (0x1000) MX[B] [9] -1 0 0xf5101000 - 0xf5101fff (0x1000) MX[B] [10] -1 0 0xfebf0000 - 0xfebf00ff (0x100) MX[B] [11] -1 0 0xf5100000 - 0xf5100fff (0x1000) MX[B] [12] -1 0 0xf4000000 - 0xf4ffffff (0x1000000) MX[B](B) [13] -1 0 0xc0000000 - 0xcfffffff (0x10000000) MX[B](B) [14] -1 0 0xf3000000 - 0xf3ffffff (0x1000000) MX[B](B) [15] 0 0 0x000a0000 - 0x000affff (0x10000) MS[B] [16] 0 0 0x000b0000 - 0x000b7fff (0x8000) MS[B] [17] 0 0 0x000b8000 - 0x000bffff (0x8000) MS[B] [18] -1 0 0x0000ffff - 0x0000ffff (0x1) IX[B] [19] -1 0 0x00000000 - 0x000000ff (0x100) IX[B] [20] -1 0 0x000048f0 - 0x000048f7 (0x8) IX[B] [21] -1 0 0x000048c0 - 0x000048cf (0x10) IX[B] [22] -1 0 0x00004c04 - 0x00004c07 (0x4) IX[B] [23] -1 0 0x000048e8 - 0x000048ef (0x8) IX[B] [24] -1 0 0x00004c00 - 0x00004c03 (0x4) IX[B] [25] -1 0 0x000048e0 - 0x000048e7 (0x8) IX[B] [26] -1 0 0x000048b0 - 0x000048bf (0x10) IX[B] [27] -1 0 0x000048fc - 0x000048ff (0x4) IX[B] [28] -1 0 0x000048d8 - 0x000048df (0x8) IX[B] [29] -1 0 0x000048f8 - 0x000048fb (0x4) IX[B] [30] -1 0 0x000048d0 - 0x000048d7 (0x8) IX[B] [31] -1 0 0x000048a0 - 0x000048af (0x10) IX[B] [32] -1 0 0x00004400 - 0x000044ff (0x100) IX[B] [33] -1 0 0x00004000 - 0x000040ff (0x100) IX[B] [34] -1 0 0x00004840 - 0x0000487f (0x40) IX[B] [35] -1 0 0x00004800 - 0x0000483f (0x40) IX[B] [36] -1 0 0x00004880 - 0x0000489f (0x20) IX[B] [37] -1 0 0x0000fb00 - 0x0000fbff (0x100) IX[B] [38] -1 0 0x00003000 - 0x0000307f (0x80) IX[B](B) [39] 0 0 0x000003b0 - 0x000003bb (0xc) IS[B] [40] 0 0 0x000003c0 - 0x000003df (0x20) IS[B] (II) NVIDIA(GPU-1): NVIDIA GPU Quadro FX 4500 (G70GL) at PCI:129:0:0 (GPU-1) (--) NVIDIA(GPU-1): Memory: 524288 kBytes (--) NVIDIA(GPU-1): VideoBIOS: 05.70.02.41.01 (II) NVIDIA(GPU-1): Detected PCI Express Link width: 16X (--) NVIDIA(GPU-1): Interlaced video modes are supported on this GPU (--) NVIDIA(GPU-1): Connected display device(s) on Quadro FX 4500 at PCI:129:0:0: (--) NVIDIA(GPU-1): DELL 3007WFP (DFP-0) (--) NVIDIA(GPU-1): DELL 3007WFP (DFP-0): 310.0 MHz maximum pixel clock (--) NVIDIA(GPU-1): DELL 3007WFP (DFP-0): Internal Dual Link TMDS (II) NVIDIA(0): Initialized GPU GART. (II) NVIDIA(0): Setting mode "nvidia-auto-select+0+0" (II) Loading extension NV-GLX (II) NVIDIA(0): NVIDIA 3D Acceleration Architecture Initialized (==) NVIDIA(0): Disabling shared memory pixmaps (II) NVIDIA(0): Using the NVIDIA 2D acceleration architecture (==) NVIDIA(0): Backing store disabled (==) NVIDIA(0): Silken mouse enabled (**) Option "dpms" (**) NVIDIA(0): DPMS enabled (II) Loading extension NV-CONTROL (==) RandR enabled (II) Setting vga for screen 0. (II) Initializing built-in extension MIT-SHM (II) Initializing built-in extension XInputExtension (II) Initializing built-in extension XTEST (II) Initializing built-in extension XKEYBOARD (II) Initializing built-in extension XC-APPGROUP (II) Initializing built-in extension SECURITY (II) Initializing built-in extension XINERAMA (II) Initializing built-in extension XFIXES (II) Initializing built-in extension XFree86-Bigfont (II) Initializing built-in extension RENDER (II) Initializing built-in extension RANDR (II) Initializing built-in extension COMPOSITE (II) Initializing built-in extension DAMAGE (II) Initializing built-in extension XEVIE (II) Initializing extension GLX (WW) Disabling Composite since Xinerama is enabled (**) Option "CoreKeyboard" (**) Keyboard0: Core Keyboard (**) Option "Protocol" "standard" (**) Keyboard0: Protocol: standard (**) Option "AutoRepeat" "500 30" (**) Option "XkbRules" "xorg" (**) Keyboard0: XkbRules: "xorg" (**) Option "XkbModel" "pc105" (**) Keyboard0: XkbModel: "pc105" (**) Option "XkbLayout" "us" (**) Keyboard0: XkbLayout: "us" (**) Option "CustomKeycodes" "off" (**) Keyboard0: CustomKeycodes disabled (**) Option "Protocol" "auto" (**) Mouse0: Device: "/dev/input/mice" (**) Mouse0: Protocol: "auto" (**) Option "CorePointer" (**) Mouse0: Core Pointer (**) Option "Device" "/dev/input/mice" (**) Option "Emulate3Buttons" "no" (**) Option "ZAxisMapping" "4 5" (**) Mouse0: ZAxisMapping: buttons 4 and 5 (**) Mouse0: Buttons: 9 (II) XINPUT: Adding extended input device "Mouse0" (type: MOUSE) (II) XINPUT: Adding extended input device "Keyboard0" (type: KEYBOARD) (--) Mouse0: PnP-detected protocol: "ExplorerPS/2" (II) Mouse0: ps2EnableDataReporting: succeeded (II) Open ACPI successful (/var/run/acpid.socket) (II) NVIDIA(0): Setting mode "nvidia-auto-select+0+0" (II) Mouse0: ps2EnableDataReporting: succeeded (the snipped part can be changed if necessary) Any help at all would be appreciated. Cheers, Alex

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  • Encoding multiple video streams with a single avconv invocation

    - by automatthias
    I played with avconv on Ubuntu and I'm now able to e.g. record the desktop with sound from a soundcard. One thing I wanted to do was recording two video inputs at the same time, for instance the desktop and from the webcam. I thought about doing something like this: avconv \ -f alsa \ -i default \ -acodec flac \ -f video4linux2 \ -r 6 \ -i /dev/video0 \ -f x11grab \ -i :0.0 \ out.mkv My thinking was that if you define multiple video inputs, and the .mkv format can handle multiple video streams, avconv will encode 2 video streams and 1 audio stream into one file. But this isn't what happens: avconv version 0.8.4-6:0.8.4-0ubuntu0.12.10.1, Copyright (c) 2000-2012 the Libav developers built on Nov 6 2012 16:51:11 with gcc 4.7.2 [alsa @ 0x1091bc0] capture with some ALSA plugins, especially dsnoop, may hang. [alsa @ 0x1091bc0] Estimating duration from bitrate, this may be inaccurate Input #0, alsa, from 'default': Duration: N/A, start: 1354364317.020350, bitrate: N/A Stream #0.0: Audio: pcm_s16le, 48000 Hz, 2 channels, s16, 1536 kb/s [video4linux2 @ 0x10923e0] Estimating duration from bitrate, this may be inaccurate Input #1, video4linux2, from '/dev/video0': Duration: N/A, start: 100607.724745, bitrate: 29491 kb/s Stream #1.0: Video: rawvideo, yuyv422, 640x480, 29491 kb/s, 6 tbr, 1000k tbn, 6 tbc [x11grab @ 0x107b2a0] device: :0.0+83,87 -> display: :0.0 x: 83 y: 87 width: 854 height: 480 [x11grab @ 0x107b2a0] shared memory extension found [x11grab @ 0x107b2a0] Estimating duration from bitrate, this may be inaccurate Input #2, x11grab, from ':0.0+83,87': Duration: N/A, start: 1354364318.488382, bitrate: 196761 kb/s Stream #2.0: Video: rawvideo, bgra, 854x480, 196761 kb/s, 15 tbr, 1000k tbn, 15 tbc Incompatible pixel format 'bgra' for codec 'mpeg4', auto-selecting format 'yuv420p' [buffer @ 0x107fcc0] w:854 h:480 pixfmt:bgra [avsink @ 0x10bdf00] auto-inserting filter 'auto-inserted scaler 0' between the filter 'src' and the filter 'out' [scale @ 0x10dc680] w:854 h:480 fmt:bgra -> w:854 h:480 fmt:yuv420p flags:0x4 Output #0, matroska, to '.../out.mkv': Metadata: encoder : Lavf53.21.0 Stream #0.0: Video: mpeg4, yuv420p, 854x480, q=2-31, 4000 kb/s, 1k tbn, 15 tbc Stream #0.1: Audio: libvorbis, 48000 Hz, 2 channels, s16 Stream mapping: Stream #2:0 -> #0:0 (rawvideo -> mpeg4) Stream #0:0 -> #0:1 (pcm_s16le -> libvorbis) Press ctrl-c to stop encoding [mpeg4 @ 0x10bd800] rc buffer underflow ^Cframe= 160 fps= 15 q=2.0 Lsize= 3414kB time=10.66 bitrate=2623.0kbits/s video:3273kB audio:131kB global headers:4kB muxing overhead 0.165600% Received signal 2: terminating. I'm not sure if it's the question of mapping (some -map options to add?) or that avconv just can't encode more than 1 video stream at one time. So is it an actual avconv limitation, or a limitation of the available containers, or me simply not finding the right combination of command line options?

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  • Computer suddenly dies; screen displays weird flickering lines, then restarts

    - by Imray
    I've been having this terrible problem for a little while and just managed to get a picture of 'dead screen' for the first time and I am posting it to seek help. Randomly, at irregular intervals (typically once a week), while working on something (it's been different things every time) my computer will just suddenly go dead - the screen turns to exactly the picture below (the lines flicker a little bit), it hangs there for a few seconds and then restarts. Obviously this is extremely frustrating and I want to try to stop it. I've searched numerous postings with similar keywords but nothing exactly the same as mine. Does anyone have any idea what might be the cause of this? I would post all my system settings and installed programs but the list is long and I don't know how much relevance each item would be. If you'd like to know something specific, please comment and I'll let you know whatever you need. SPECS C:\Users\Imray>systeminfo Host Name: Imray OS Name: Microsoft Windows 7 Professional OS Version: 6.1.7600 N/A Build 7600 OS Manufacturer: Microsoft Corporation OS Configuration: Standalone Workstation OS Build Type: Multiprocessor Free Registered Owner: Imray - Owner Registered Organization: Product ID: 00371-152-9333854-85895 Original Install Date: 06/09/1999, 5:45:21 PM System Boot Time: 22/03/2013, 8:58:18 AM System Manufacturer: Gateway System Model: DX4840 System Type: x64-based PC Processor(s): 1 Processor(s) Installed. [01]: Intel64 Family 6 Model 37 Stepping 2 GenuineIntel ~3201 Mhz BIOS Version: American Megatrends Inc. P01-A3 , 17/05/2010 Windows Directory: C:\Windows System Directory: C:\Windows\system32 Boot Device: \Device\HarddiskVolume2 System Locale: en-us;English (United States) Input Locale: en-us;English (United States) Time Zone: (UTC-05:00) Eastern Time (US & Canada) Total Physical Memory: 6,135 MB Available Physical Memory: 3,632 MB Virtual Memory: Max Size: 12,268 MB Virtual Memory: Available: 8,114 MB Virtual Memory: In Use: 4,154 MB Page File Location(s): C:\pagefile.sys Domain: WORKGROUP Logon Server: \\Imray-OWNER Hotfix(s): 4 Hotfix(s) Installed. [01]: KB971033 [02]: KB958559 [03]: KB977206 [04]: KB981889 Network Card(s): 2 NIC(s) Installed. [01]: 802.11n Wireless PCI Express Card LAN Adapter Connection Name: Wireless Network Connection DHCP Enabled: Yes DHCP Server: 192.168.2.1 IP address(es) [01]: 192.168.2.13 [02]: fe80::1df1:5399:6890:91f6 [02]: Microsoft Virtual WiFi Miniport Adapter Connection Name: Wireless Network Connection 2 DHCP Enabled: Yes DHCP Server: N/A IP address(es) Graphics Card Specs Name ATI Radeon HD 5570 PNP Device ID PCI\VEN_1002&DEV_68D9&SUBSYS_E142174B&REV_00\4&18A4B35E&0&0008 Adapter Type ATI display adapter (0x68D9), ATI Technologies Inc. compatible Adapter Description ATI Radeon HD 5570 Adapter RAM 1.00 GB (1,073,741,824 bytes) Installed Drivers atiu9p64 aticfx64 aticfx64 atiu9pag aticfx32 aticfx32 atiumd64 atidxx64 atidxx64 atiumdag atidxx32 atidxx32 atiumdva atiumd6a atitmm64 Driver Version 8.700.0.0 INF File oem1.inf (ati2mtag_Evergreen section) Color Planes Not Available Color Table Entries 4294967296 Resolution 1920 x 1080 x 59 hertz Bits/Pixel 32 Memory Address 0xD0000000-0xDFFFFFFF Memory Address 0xFBDE0000-0xFBDFFFFF I/O Port 0x0000D000-0x0000DFFF IRQ Channel IRQ 4294967293 I/O Port 0x000003B0-0x000003BB I/O Port 0x000003C0-0x000003DF Memory Address 0xA0000-0xBFFFF Driver c:\windows\system32\drivers\atikmpag.sys (8.14.1.6095, 181.00 KB (185,344 bytes), 06/09/1999 5:59 PM)

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  • Apache VirtualHost Blockhole (Eats All Requests on All Ports on an IP)

    - by Synetech inc.
    I’m exhausted. I just spent the last two hours chasing a goose that I have been after on-and-off for the past year. Here is the goal, put as succinctly as possible. Step 1: HOSTS File: 127.0.0.5 NastyAdServer.com 127.0.0.5 xssServer.com 127.0.0.5 SQLInjector.com 127.0.0.5 PornAds.com 127.0.0.5 OtherBadSites.com … Step 2: Apache httpd.conf <VirtualHost 127.0.0.5:80> ServerName adkiller DocumentRoot adkiller RewriteEngine On RewriteRule (\.(gif|jpg|png|jpeg)$) /p.png [L] RewriteRule (.*) /ad.htm [L] </VirtualHost> So basically what happens is that the HOSTS file redirects designated domains to the localhost, but to a specific loopback IP address. Apache listens for any requests on this address and serves either a transparent pixel graphic, or else an empty HTML file. Thus, any page or graphic on any of the bad sites is replaced with nothing (in other words an ad/malware/porn/etc. blocker). This works great as is (and has been for me for years now). The problem is that these bad things are no longer limited to just HTTP traffic. For example: <script src="http://NastyAdServer.com:99"> or <iframe src="https://PornAds.com/ad.html"> or a Trojan using ftp://spammaster.com/[email protected];[email protected];[email protected] or an app “phoning home” with private info in a crafted ICMP packet by pinging CardStealer.ru:99 Handling HTTPS is a relatively minor bump. I can create a separate VirtualHost just like the one above, replacing port 80 with 443, and adding in SSL directives. This leaves the other ports to be dealt with. I tried using * for the port, but then I get overlap errors. I tried redirecting all request to the HTTPS server and visa-versa but neither worked; either the SSL requests wouldn’t redirect correctly or else the HTTP requests gave the You’re speaking plain HTTP to an SSL-enabled server port… error. Further, I cannot figure out a way to test if other ports are being successfully redirected (I could try using a browser, but what about FTP, ICMP, etc.?) I realize that I could just use a port-blocker (eg ProtoWall, PeerBlock, etc.), but there’s two issues with that. First, I am blocking domains with this method, not IP addresses, so to use a port-blocker, I would have to get each and every domain’s IP, and update theme frequently. Second, using this method, I can have Apache keep logs of all the ad/malware/spam/etc. requests for future analysis (my current AdKiller logs are already 466MB right now). I appreciate any help in successfully setting up an Apache VirtualHost blackhole. Thanks.

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  • General guidelines / workflow to convert or transfer video "professionally"?

    - by cloneman
    I'm an IT "professional" who sometimes has to deal with small video conversion / video cutting projects, and I'd like to learn "the right way" to do this. Every time I search Google, there's always a disaster for weird, low-maturity trialware, or random forums threads from 3-4 years ago indicating various antiquated method to do it. The big question is the following: What are the "general" guidelines and tools to transcode video into some efficient (lossless?) intermediary, for editing purposes, for the purpose of eventually re-encoding it after? It seems to me like even the simplest of formats and tasks are a disaster of endless trial & error, or expertise only known by hardened experts who have a swiss army kife of weird conversion tools that they use, almost as if mounting an attack against the project. Here are a few cases in point: Simple VOB files extracted from DVD footage can't be imported into Adobe Premiere directly. Virtualdub is an old software people keep recommending but doesn't seem to support newer formats. I don't even know how to tell with certainty which codecs a video has, and weather the image is interlaced or not, and what resolution and codecs I'm dealing with. Problems: Choosing a wrong interlace option which diminishes quality Choosing a wrong pixel aspect ratio (stretches the image) Choosing a wrong "project type" in Premiere causing footage to require scaling Being forced to use some weird program that will have any number of negative effects What I'm looking for: Books or "Real knowledge" on format conversions, recognized tools, etc. that aren't some random forum guides on how to deal with video formats. Workflow guidelines on identifying a format going from one format to another without problems as mentioned above. Documentation on what programs like Adobe Premiere can and can't do with regards to formats, so that I don't use a wrench as a hammer. TL;DR How should you convert or "prepare" a video file to ensure it will be supported by Premiere for editing? Is premiere a suitable program to handle cropping, encoding, or should other tools be used for this, when making a video montage from a variety of source formats? What are some good books to read that specifically deal with converting videos that use any number of codecs?

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  • Tips for maximizing Nginx requests/sec?

    - by linkedlinked
    I'm building an analytics package, and project requirements state that I need to support 1 billion hits per day. Yep, "billion". In other words, no less than 12,000 hits per second sustained, and preferably some room to burst. I know I'll need multiple servers for this, but I'm trying to get maximum performance out of each node before "throwing more hardware at it". Right now, I have the hits-tracking portion completed, and well optimized. I pretty much just save the requests straight into Redis (for later processing with Hadoop). The application is Python/Django with a gunicorn for the gateway. My 2GB Ubuntu 10.04 Rackspace server (not a production machine) can serve about 1200 static files per second (benchmarked using Apache AB against a single static asset). To compare, if I swap out the static file link with my tracking link, I still get about 600 requests per second -- I think this means my tracker is well optimized, because it's only a factor of 2 slower than serving static assets. However, when I benchmark with millions of hits, I notice a few things -- No disk usage -- this is expected, because I've turned off all Nginx logs, and my custom code doesn't do anything but save the request details into Redis. Non-constant memory usage -- Presumably due to Redis' memory managing, my memory usage will gradually climb up and then drop back down, but it's never once been my bottleneck. System load hovers around 2-4, the system is still responsive during even my heaviest benchmarks, and I can still manually view http://mysite.com/tracking/pixel with little visible delay while my (other) server performs 600 requests per second. If I run a short test, say 50,000 hits (takes about 2m), I get a steady, reliable 600 requests per second. If I run a longer test (tried up to 3.5m so far), my r/s degrades to about 250. My questions -- a. Does it look like I'm maxing out this server yet? Is 1,200/s static files nginx performance comparable to what others have experienced? b. Are there common nginx tunings for such high-volume applications? I have worker threads set to 64, and gunicorn worker threads set to 8, but tweaking these values doesn't seem to help or harm me much. c. Are there any linux-level settings that could be limiting my incoming connections? d. What could cause my performance to degrade to 250r/s on long-running tests? Again, the memory is not maxing out during these tests, and HDD use is nil. Thanks in advance, all :)

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  • CodePlex Daily Summary for Friday, March 05, 2010

    CodePlex Daily Summary for Friday, March 05, 2010New Projects.svn Folders Cleanup Tool: dotSVN Cleanup is a tool that allows you to remove the .svn folders . Just click, browse, say abracadabra ...and the magic is done. Have fun with...Accord: The Accord framework creates an easy we to integrate any Dependency Injection framework into your project, while abstracting the details of your im...Asp.net MVC Lab: Try asp.net mvc outASP.NET Themes management with Webforms: The provided source is an example for how to use themes in ASP.NET Webforms. this source is the "up to date" support for the article I wroteB&W Port Scanner: B&W Port Scanner (formerly Net Inspector) is a fast TCP Port scan utility. The main idea is support of customizable operations to be performed f...BizTalk SWAT - Simple Web Activity Tracker: This is a web based version of BizTalk HAT. The concept is designed to be able to share and enable sharing of orchestration info easily. Some of th...C# Linear Hash Table: A C# dictionary-like implementation of a linear hash table. It is more memory efficiant than the .NET dictionary, and also almost as fast. NOTE: On...DBF Import Export Wizard: DBF Import Export Wizard is a tool for anyone needing to import DBF files into SQL Server or to export SQL Server tables to a DBF file. This proje...Domain as XML - Driven Development: Visual Studio Code Samples: Domain as XML - Driven Development: Visual Studio Code SamplesEasyDownload: This application allows to manage downloads handling an stack of files and several useful configurationsEos2: .FlightTickets: This application allows to buy flight ticketsFotofly PhotoViewer: A Silverlight control that uses the Fotofly metadata library to show the people in a photo (using Windows Live Photo Gallery People metadata) and a...Fujiy source code: Source code examplesGameSet: This application allows to play games with distributed users.Injectivity (Dependency Injection): Injectivity is a dependency injection framework (written in C#) with a strong focus on the ease of configuration and performance. Having been writt...Inventory: Keep track of inputs, materias and salesLoanTin.Com Source Code: LoanTin.Com - a Social Networking Website as same as Tumblr.com, based on source code of Loantiner Project, allow anyone can share anything to anyo...mysln: my solutions.NumTextBox: TextBox控件重写 之NumTextBox,主要实现的功能是,只允许输入数字,或String,Numeric,Currency,Decimal,Float,Double,Short,Int,Long 修改自:http://www.codeproject.com/KB/edit/num...Quick Performance Monitor: This small utility helps to monitor performance counters without using the full blown perfmon tool from Windows. It supports a number of command li...Runo: Runo ResearchSales: This application allows to manage a hardware storeScrewWiki Form Auth Provider: Enables your ASP.NET site to use Forms Authentication to integrate with your ScrewWiki. User management is performed on a parent site, and cookie i...SDS: Scientific DataSet library and tools: The SDS library makes it easy for .Net developers to read, write and share scalars, vectors, matrices and multidimensional grids which are very com...ShapeSweeper: Minesweeper-like game for the Zune HD. Each hidden object has three properties to discover--location, color, and shape--and all three must be corre...SilverlightExcel: an Excel file viewer in Silverlight 4: SilverlightExcel is a Silverlight application allowing you to open and view Excel files and also create graphs.sPWadmin: pwAdmin is an Web Interface based on JSP that uses the PW-Java API to control an PW-Server.Video Player control in Silverlight: A control for playing video in Silverlight 4 with chapters on timeline control. This player will be easily skinnable and customizable. More Featur...XNA Light Pre Pass Renderer: A demo/sample that shows how to write a light pre pass renderer in XNA.Zimms: Collaboration Site for friends, a code depot, and scratch padNew Releases.svn Folders Cleanup Tool: dotSVN Cleanup Tool: dotSVN Cleanup Tool executableAccord: Alpha: Initial build of the Accord framework.AcPrac: AcPrac Ver 0.1: The first version of AcPrac. It is not fully functional, but rather a version to get the bugs out. Please report all bugs.ASP.NET: ASP.NET Browser Definition Files: This download contains: ASP.NET 4 Browser Definition Files -- You can use the new ASP.NET 4 browser definition files with earlier versions of ASP....B&W Port Scanner: Black`n`White Port Scanner 1.0: B&W Port Scanner 1.0 Final Release Date: 03.03.2010 Black`n`WhiteBizTalk SWAT - Simple Web Activity Tracker: BizTalk SWAT: This is a web based version of BizTalk HAT. The concept is designed to be able to share and enable sharing of orchestration info easily. It uses th...BTP Tools: CSB+CUV+HCSB dict files 2010-03-04: 5. is now missing a space between the Strong’s number and the Count: >CSB Translation: 圣所 7, 至圣所G39+G394 it should be: CSB Translation: 圣所 7, 至圣所G...C# Linear Hash Table: Linear Hash Table: First working version of the Linear Hash Table.Cassiopeia: WinTools 1.0 beta: First ReleaseComposure: Caliburn-44007-trunk-vs2010.net40: This is a very simple conversion of the Caliburn trunk (rev 44007) for use in Visual Studio 2010 RC1 built against .NET40. Because the conversion w...Cover Creator: CoverCreator 1.3.0: English and Polish version. Functionality to add image to the front page. Load / save covers.DBF Import Export Wizard: DBF Import Export Wizard Source Code: Version 0.1.0.3DBF Import Export Wizard: DBF_Import_Export_Wizard Setup 0.1.0.3: Zip file contains Setup.exeESB Toolkit Extensions: Tellago BizTalk ESB 2.0 Toolkit Extensions v0.2: Windows Installer file that installs Library on a BizTalk ESB 2.0 system. This Install automatically configures the esb.config to use the new compo...Fotofly PhotoViewer: Fotofly Photoview v0.1: The first public release. Based on a Silverlight application I have been using for over a year at www.tassography.com. This version uses Fotofly v0...HPC with GPUs applied to CG: Cuda Soft Bodies simulation: Cuda src for soft bodiesHPC with GPUs applied to CG: Full Soft Bodies src: full src code for soft bodies simulationInjectivity (Dependency Injection): 2.8.166.2135: Release 2.8.166.2135 of the Injectivity dependency injection framework.Line Counter: 1.5 (Code Outline Preview): This version contains preview of the code outline feature, you can now view C# code outline within Line Counter. Note that the code outline now onl...Micajah Mindtouch Deki Wiki Copier: MicajahWikiCopier: You should use the following line arguments: WikiCopier.exe "http://oldwikiwithdata.wik.is/@api/deki" "login" "password" "http://newwiki.somename.l...ncontrols: Alpha 0.4.0.1: Added some example on the Console Project.NumTextBox: NumTextBox初始版本: TextBox控件重写 之NumTextBox,主要实现的功能是,只允许输入数字,或String,Numeric,Currency,Decimal,Float,Double,Short,Int,Long 此为初始版本PSCodeplex: PS CodePlex 0.2: PS CodePlex 0.2 has some breaking changes to the parameters. A few of the parameters are renamed and a few are made as switch parameters. Add-Rele...Quick Performance Monitor: QPerfMon First release - Version 1.0.0: The first release of the utility.RapidWebDev - .NET Enterprise Software Development Infrastructure: ProductManagement Quick Sample 0.2: This is a sample product management application to demonstrate how to develop enterprise software in RapidWebDev. The glossary of the system are ro...ScrewWiki Form Auth Provider: ScrewWiki Forms Authentication: Initial ReleaseSee.Sharper: See.Sharper.Docs-1.10.3.4: HTML documentation (including Doxygen project)See.Sharper: See.Sharper-1.10.3.4: Solution (Source files, debug and release binaries)Solar.Generic: Solar.Generic 0.8.0.0 Beta (Revised, Renamed): Solar.Generic 0.8.0.0 (Revised & Renamed) Renamed project from Solar.Commons to Solar.Generic. Project solution file is now in format of Visual ...Solar.Security: Solar.Security 1.1.0.0: Performed several major refactorings of code base. Stripped In-Memory implementation of IConfiguration interface of transactional behavior due to...sPWadmin: pwAdmin v0.7: -Star System Simulator: Star System Simulator 2.3: Changes in this release: Fixed several localisation issues. Features in this release: Model star systems in 3D. Euler-Cromer method. Improved...SysI: sysi, stable and ready: This time for sure.TheWhiteAmbit: TheWhiteAmbit - Demo: Two little demos demonstrating: - fast realtime raytracing - generating bent normals for shading (CUDA capable GPU needed = nVidia GeForce >8x00)VsTortoise - a TortoiseSVN add-in for Microsoft Visual Studio: VsTortoise Build 22 Beta: Build 22 (beta) New: Visual Studio 2010 RC support (VsTortoise for Visual Studio 2010 RC screenshots) New: VsTortoise integrates in to Solution E...WinMergeFS: WinMergeFS 0.1.42128alpha: WinMergeFS provides AuFS functionality for windows. With WinMergeFS users can mount multiple directories into a virtual drive. Plugin based root se...WSDLGenerator: WSDLGenerator 0.0.0.2: - Bugs fixed - Code refactored - Added support for custom typesXNA Light Pre Pass Renderer: LightPrePassRendererXNA: Zipped source code for the light pre pass renderer made with XNA.Most Popular ProjectsMetaSharpRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)LiveUpload to FacebookASP.NETMicrosoft SQL Server Community & SamplesMost Active ProjectsUmbraco CMSRawrBlogEngine.NETSDS: Scientific DataSet library and toolsMapWindow GISpatterns & practices – Enterprise LibraryjQuery Library for SharePoint Web ServicesIonics Isapi Rewrite FilterMDT Web FrontEndDiffPlex - a .NET Diff Generator

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  • CodePlex Daily Summary for Tuesday, April 03, 2012

    CodePlex Daily Summary for Tuesday, April 03, 2012Popular ReleasesWiX Toolset: WiX v3.6 RC0: WiX v3.6 RC0 (3.6.2803.0) provides support for VS11 and a more stable Burn engine. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/4/3/WiX-v3.6-Release-Candidate-Zero-availableSageFrame: SageFrame 2.0: Sageframe is an open source ASP.NET web development framework developed using ASP.NET 3.5 with service pack 1 (sp1) technology. It is designed specifically to help developers build dynamic website by providing core functionality common to most web applications.Lightbox Gallery Module for DotNetNuke: 01.11.00: This version of the Lightbox Gallery Module adds the following features/bug fixes: Feature: Read image EXIF information Bug Fix: URL parsing bug for any folder provider Minimum System Requirements Please ensure that your environment meets or exceeds the following system requirements: DotNetNuke® Version 06.00.00 or higher SQL Server 2005 or later .Net Framework 3.5 SP1 or laterClosedXML - The easy way to OpenXML: ClosedXML 0.65.0: Aside from many bug fixes we now have Conditional Formatting The conditional formatting was sponsored by http://www.bewing.nl (big thanks)callisto: callisto 2.0.24: Implemented ares encryption protocol for supported clients. Also changed script loading method to read direct from source files.sb0t: sb0t 4.61: Added packet encryption protocol for supported clients.iTuner - The iTunes Companion: iTuner 1.5.4475: Fix to parse empty playlists in iTunes LibraryExtAspNet: ExtAspNet v3.1.1: ExtAspNet - ?? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ?????????? ExtAspNet ????? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ??????????。 ExtAspNet ??????? JavaScript,?? CSS,?? UpdatePanel,?? ViewState,?? WebServices ???????。 ??????: IE 7.0, Firefox 3.6, Chrome 3.0, Opera 10.5, Safari 3.0+ ????:Apache License 2.0 (Apache) ??:http://extasp.net/ ??:http://bbs.extasp.net/ ??:http://extaspnet.codeplex.com/ ??:http://sanshi.cnblogs.com/ ????: +2012-04-02 v3.1.1 +????????,?????????????,????????????(...Document.Editor: 2012.2: Whats New for Document.Editor 2012.2: New Save Copy support New Page Setup support Minor Bug Fix's, improvements and speed upsVidCoder: 1.3.2: Added option for the minimum title length to scan. Added support to enable or disable LibDVDNav. Added option to prompt to delete source files after clearing successful completed items. Added option to disable remembering recent files and folders. Tweaked number box to only select all on a quick click.MJP's DirectX 11 Samples: Light Indexed Deferred Rendering: Implements light indexed deferred using per-tile light lists calculated in a compute shader, as well as a traditional deferred renderer that uses a compute shader for per-tile light culling and per-pixel shading.Pcap.Net: Pcap.Net 0.9.0 (66492): Pcap.Net - March 2012 Release Pcap.Net is a .NET wrapper for WinPcap written in C++/CLI and C#. It Features almost all WinPcap features and includes a packet interpretation framework. Version 0.9.0 (Change Set 66492)March 31, 2012 release of the Pcap.Net framework. Follow Pcap.Net on Google+Follow Pcap.Net on Google+ Files Pcap.Net.DevelopersPack.0.9.0.66492.zip - Includes all the tutorial example projects source files, the binaries in a 3rdParty directory and the documentation. It include...Extended WPF Toolkit: Extended WPF Toolkit - 1.6.0: Want an easier way to install the Extended WPF Toolkit?The Extended WPF Toolkit is available on Nuget. What's in the 1.6.0 Release?BusyIndicator ButtonSpinner Calculator CalculatorUpDown CheckListBox - Breaking Changes CheckComboBox - New Control ChildWindow CollectionEditor CollectionEditorDialog ColorCanvas ColorPicker DateTimePicker DateTimeUpDown DecimalUpDown DoubleUpDown DropDownButton IntegerUpDown Magnifier MaskedTextBox MessageBox MultiLineTex...Media Companion: MC 3.434b Release: General This release should be the last beta for 3.4xx. If there are no major problems, by the end of the week it will upgraded to 3.500 Stable! The latest mc_com.exe should be included too! TV Bug fix - crash when using XBMC scraper for TV episodes. Bug fix - episode count update when adding new episodes. Bug fix - crash when actors name was missing. Enhanced TV scrape progress text. Enhancements made to missing episodes display. Movies Bug fix - hide "Play Trailer" when multisaev...Better Explorer: Better Explorer 2.0.0.831 Alpha: - A new release with: - many bugfixes - changed icon - added code for more failsafe registry usage on x64 systems - not needed regfix anymore - added ribbon shortcut keys - Other fixes Note: If you have problems opening system libraries, a suggestion was given to copy all of these libraries and then delete the originals. Thanks to Gaugamela for that! (see discussion here: 349015 ) Note2: I was upload again the setup due to missing file!MonoGame - Write Once, Play Everywhere: MonoGame 2.5: The MonoGame team are pleased to announce that MonoGame v2.5 has been released. This release contains important bug fixes, implements optimisations and adds key features. MonoGame now has the capability to use OpenGLES 2.0 on Android and iOS devices, meaning it now supports custom shaders across mobile and desktop platforms. Also included in this release are native orientation animations on iOS devices and better Orientation support for Android. There have also been a lot of bug fixes since t...Circuit Diagram: Circuit Diagram 2.0 Alpha 3: New in this release: Added components: Microcontroller Demultiplexer Flip & rotate components Open XML files from older versions of Circuit Diagram Text formatting for components New CDDX syntax Other fixesUmbraco CMS: Umbraco 5.1 CMS (Beta): Beta build for testing - please report issues at issues.umbraco.org (Latest uploaded: 5.1.0.123) What's new in 5.1? The full list of changes is on our http://progress.umbraco.org task tracking page. It shows items complete for 5.1, and 5.1 includes items for 5.0.1 and 5.0.2 listed there too. Here's two headline acts: Members5.1 adds support for backoffice editing of Members. We support the pairing up of our content type system in Hive with regular ASP.NET Membership providers (we ship a def...51Degrees.mobi - Mobile Device Detection and Redirection: 2.1.2.11: One Click Install from NuGet Changes to Version 2.1.2.11Code Changes 1. The project is now licenced under the Mozilla Public Licence 2. 2. User interface control and associated data access layer classes have been added to aid developers integrating 51Degrees.mobi into wider projects such as content management systems or web hosting management solutions. Use the following in a web form or user control to access these new UI components. <%@ Register Assembly="FiftyOne.Foundation" Namespace="...ScintillaNET: ScintillaNET 2.5: A slew of bug-fixes with a few new features sprinkled in. This release also upgrades the SciLexer and SciLexer64 DLLs to version 3.0.4. The official stuff: Issue # Title 32402 32402 27137 27137 31548 31548 30179 30179 24932 24932 29701 29701 31238 31238 26875 26875 30052 30052 New Projects3DTweet: 3Dtweet is an effort to make tweets appear in a aesthetic manner to the users of windows phone.Its developed using VS2010 expresss.Alay Plugin for Windows Live Writer: a project for creating an alay languageAuthor-it Copy Folder Plug-in: The Copy Folder Plug-in is an Author-it plug-in that allows the user to create a duplicate of a folder and its contents, including subfolders and objects.Author-it Dependencies Plug-in: The Word Count Plug-in is an Author-it plug-in that allows the user to drill down into object relationships to find objects that selected Author-it objects depend on.Author-it Word Count Plug-in: The Word Count Plug-in is an Author-it plug-in that allows the user to get word counts for selected topics.Azure Configuration File Comparer: Compares two Azure configuration files and highlights the differencesBootstrap Footer Sticker: Bootstrap extensions for footer to stick at the bottomBulk Approval Webpart: This webpart can be added to any list, or document library that requires approval. When the button is clicked it will approve all items. It will also kick start any workflows attached to the list / library that are set to start when an item has been changed. CodeTimer: Code Execute TimeCRM 2011 - WinForm based User Settings Console: This is Windows Form based Utility to do bulk management of User Settings in CRM 2011Emergency System: An Imagine Cup projectFalafel Solution Rename Script: The Falafel Software Solution Rename PowerShell Script makes it easy to reuse an existing solution/project by performing a global rename. If you have a solution named ExampleSolution and want to reuse it as WidgetSolution, this script will rename everything for you.Gadgeteer Bluetooth Module: BETA Drivers for the .NET Gadgeteer Bluetooth modulesGreg's Channel 9 Utilities and Helpers: Utilities and helpers for Microsoft's Channel 9 (C9) site. These are utilities I've created to make my C9 work faster and easierHB's First Time: My first project hereHOMMFrame: Studying project about frames.ICNInformaticaCenter: * ICNInformaticaCenter *Insert a Favorite (Bookmark) plugin for Windows Live Writer: This Windows Live Writer plugin allows you to select a Favorite (Bookmark) and insert it into your blog entry.Kinect your Metro Style App: The main idea is to tell Metro Style App communicate with external environment via Kinect Sensor.Memo: Memo Intellegence SystemMGR.CommandLineParser: MGR.CommandLineParser is a multi-command line parser. It uses System.ComponentModel.DataAnnotations to declare and validate the commands.MusicStoreMVC3: ?????MVC3??????????,????????(???????)??? 1.EF4.1 2.MVC3 3.MvcPager 4.Linq ?????? NN Crew Calculator: Calculator project to help learn C#Reporte Ciudadano: Aplicación para que los ciudadanos reporten los problemas al ayuntamiento.Sejrssedler: This is a school project made, by four student in Aarhus, Denmark. During the Datamatiker study(2nd year).smartcamera: smart cameraSpecEx: Speculative ExecutionStructure Copier: This small program is supposed to copy tree structure of directory.TFS2010 Service Provider: Web Service (asmx) is a provider of Team Foundation Server 2010 object model. Was developed to enable the implementation of client application for Android and etc. platforms, which receives data from the server via Web services.totalem: totalem - free file manager for WindowsWebSharperWithTypeProviders: WebSharper project with Visual Studio 2011 Beta, .Net 4.5 and F# 3.0 with TypeProviders

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  • CodePlex Daily Summary for Friday, July 26, 2013

    CodePlex Daily Summary for Friday, July 26, 2013Popular ReleasesOpen Url Rewriter for DotNetNuke: Open Url Rewriter Core 0.4.3 (Beta): bug fix for removing home page New Tab with rules count for each Portal with memory use estimation OpenUrlRewriter_00.04.03_Install.zip : for dnn 6.01 to 7.06 OpenUrlRewriter71_00.04.03_Install.zip : for dnn 7.1KerbalAlarmClock: v2.5.0.0 Release: Version 2.5.0.0 Recompiled it for 0.21 Fixed some issues with Hyperbolic orbits and AN/DN NodesPayPal Express Checkout for nopCommerce: PayPal Express Checkout for nopCommerce 3.0: - Initial releaseAJAX Control Toolkit: July 2013 Release: AJAX Control Toolkit Release Notes - July 2013 Release Version 7.0725July 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...MJP's DirectX 11 Samples: Specular Antialiasing Sample: Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order: 1886". Demonstrates various methods of preventing aliasing from specular BRDF's when using high-frequency normal maps. The zip file contains source code as well as a pre-compiled x64 binary.English Practice Helper: English Practice Helper Demo v1.0: The first demoTweetinvi a friendly C# Twitter API: Alpha 0.8.0.1: This is the first release of Tweetinvi. Please report any issue in the discussion or issues. Sincerely, LinviKartris E-commerce: Kartris v2.5003: This fixes an issue where search engines appear to identify as IE and so trigger the noIE page if there is not a non-responsive skin specified.VG-Ripper & PG-Ripper: VG-Ripper 2.9.45: changes NEW: Added Support for "ImgBabes.com" links NEW: Added Support for "ImagesIon.com" linksLogicCircuit: LogicCircuit 2.13.07.22: 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 versionYou can make visual elements of the circuit been visible on its symbols. This way you can build composite displays, keyboards and reuse them. Please read about displays for more details http://ww...LINQ to Twitter: LINQ to Twitter v2.1.08: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.AcDown?????: AcDown????? v4.4.3: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ??v4.4.3 ?? ??Bilibili????????????? ???????????? ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2.10?...Magick.NET: Magick.NET 6.8.6.601: Magick.NET linked with ImageMagick 6.8.6.6. These zip files are also available as a NuGet package: https://nuget.org/profiles/dlemstra/MISAO: Ver. 5.33: Latest app and add-insfacebook???????????: Ver0.0.2: Ver0.0.2CodeCopy Auto Code Converter: Updated for VS2012: Update for Visual Studio 2012C# Intellisense for Notepad++: Initial release: Members auto-complete Integration with native Notepad++ Auto-Completion Auto "open bracket" for methods Right-arrow to accept suggestionsUpida.Net: Upida.Net 0.9.9 (Source code and example): Ability to create validation extensions is added. Some new validation extensions are created.Biko (formally Starksoft FTPS client library): Starksoft FreeFTP: Free FTP client that uses the Biko library.People Picker Plus for SharePoint 2010: PeoplePickerPlus.wsp 1.0.5: This release adds the ability to exclude the People Picker Plus from specific pages. By default the People Picker Plus will be excluded from workflow management pages because of the dynamic (and completely convoluted) people pickers that exist on those pages.New ProjectsAcademy Works: Academy Works offers new solutions for common programming issues like storing data in memory, generic type management or standardized arithmetic operations.Alert Me Web Part for SharePoint 2013: This web part displays all lists in the current site for the current user to subscribe to and allows the current user to remove existing his/her alerts.Bahar Narenj: Bahar Narenj is a content management system (CMS), which enables you to build Web sites. Best of allBahar Narenj, is an open source and full jQuery - Ajaxed.BindingEngine: Custom Binding Engine that support WinFrom. WPF, Web and Mono. It support Property, Collection, Command and Method binding. One ViewModel support mutilple ViewBlakeTest: Blaketest is a mod for the Minecraft-based game Minetest. It aims to add mystical, industrial, scientific, and survival aspects to the game.DIRGeometry: DIRGeometry is a C# based directional geometry, simple and easy to use library.jean0725aspnetwebmmm: djean0725jabbryaminimmm: ddnodeServer: Just a simple node.js serverOLAPExtensions: Query Analysis Services via T-SQL. Execute MDX with more than 8000 characters. Analysis Services temp table. Great alternative to querying cubes with OPENQUERY.OpenRefineEngine: OpenRefineEngine.NET is a Class Library that could perform operations exported by OpenRefine (aka Google Refine) as JSON operations.Optionset Creator: Optionset Creator is a utility for Dynamics CRM 2011 intended to create and update multiple options to an option set(global or local) at one go.prakark07252013git01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakark07252013Hg01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakark07252013Hg02: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakark07252013hg03: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakark07252013tfs01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakark07252013tfs02: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.QAS Electronic Updates: Sample code for Experian QAS Electronic Updates.ScriptingCollection: a collection of languae to make your application scriptableStudySamples: ssasaTimerService: .NET4.0 Windows????????,??log4net????TProt: Discover the API and functionality of ComputerCraft by dan200 in this C# port. Use the Issues tab to discuss feature requests, bugs, and other comments.UtorrentToXBMC: UTorrent To XBMC This project just fills the gap between UTorrent and XBMC. VAS: EXACT_VASWAOS: WAOSWebParts By Steve: CORE TreeView Webpart allows for place a treeview on any page in the site. This will display any document library in a treeviewXmlObjectMapper: Xml Object Mapper is a framework for transforming .NET objects from/to XML.yince: opop

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  • CodePlex Daily Summary for Sunday, July 28, 2013

    CodePlex Daily Summary for Sunday, July 28, 2013Popular ReleasesMedia Companion: Media Companion MC3.574b: Some good bug fixes been going on with the new XBMC-Link function. Thanks to all who were able to do testing and gave feedback. New:* Added some adhoc extra General movie filters, one of which is Plot = Outline (see fixes above). To see the filters, add the following line to your config.xml: <ShowExtraMovieFilters>True</ShowExtraMovieFilters>. The others are: Imdb in folder name, Imdb in not folder name & Imdb not in folder name & year mismatch. * Movie - display <tag> list on browser tab ...Outlook 2013 Backup Add-In: Outlook Backup Add-In 1.0: Users who don't care about compiling the sources on his/her own can download the compiled version. Requirements: - .Net Framework 4.5 - Visual Studio 2010 Tools for Office Runtime see: http://www.microsoft.com/en-us/download/details.aspx?id=39290 - Installed Outlook 2013OfflineBrowser: Preview Release with Search: I've added search to this release.Dynamics CRM 2011 EasyPlugins: EasyPlugins-1.2.3.0-managed: v1.2.3.0 - Bug Fix : Twice plugins execution. - New Abort action - Depth Plugin Execution management on each action - Turn On/Off EasyPlugins feature (can be useful in some cases of imports) ----------------------------- v1.2.0.0 Associate / Disassociate actions are now available Import / Export features Better management of Lookups Trigger NamingMemory Teaser Game: Full Release 1.1.0: -> Fixed Memory leak issue. -> Restart game button issue. -> Added Splash screen. -> Changed Release Icon. This is the version 1.1.0.0VG-Ripper & PG-Ripper: VG-Ripper 2.9.46: changes FIXED LoginFIM 2010 GoogleApps MA: GoogleAppsMA1.1.2: Fixed bug during import. - Fixed following bug. - In some condition, 'dn is missing' error occur.Install Verify Tool: Install Verify Tool V 1.0 With Client: Use a windows service to do a remote validation work. QA can use this tool to verify daily build installation.C# Intellisense for Notepad++: 'Namespace resolution' release: Auto-Completion from "empty spot" Add missing "using" statementsOpen Source SAAS Job board: Version X3: Full version of job board, didn't have monies to fund it so it's free.DSeX DragonSpeak eXtended Editor: Version 1.0.116.0726: Cleaned up Wizard Interface Added Functionality for RTF UndoRedo IE Inserting Text from Wizard output to the Tabbed Editor Added Sanity Checks to Search/Replace Dialog to prevent crashes Fixed Template and Paste undoredo Fix Undoredo Blank spots Added New_FileTag Const = "(New FIle)" Added Filename to Modified FileClose queries (Thanks Lothus Marque)Math.NET Numerics: Math.NET Numerics v2.6.0: What's New in Math.NET Numerics 2.6 - Announcement, Explanations and Sample Code. New: Linear Curve Fitting Linear least-squares fitting (regression) to lines, polynomials and linear combinations of arbitrary functions. Multi-dimensional fitting. Also works well in F# with the F# extensions. New: Root Finding Brent's method. ~Candy Chiu, Alexander Täschner Bisection method. ~Scott Stephens, Alexander Täschner Broyden's method, for multi-dimensional functions. ~Alexander Täschner ...AJAX Control Toolkit: July 2013 Release: AJAX Control Toolkit Release Notes - July 2013 Release Version 7.0725July 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...MJP's DirectX 11 Samples: Specular Antialiasing Sample: Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order: 1886". Demonstrates various methods of preventing aliasing from specular BRDF's when using high-frequency normal maps. The zip file contains source code as well as a pre-compiled x64 binary.Kartris E-commerce: Kartris v2.5003: This fixes an issue where search engines appear to identify as IE and so trigger the noIE page if there is not a non-responsive skin specified.GoAgent GUI: GoAgent GUI 1.3.5 Alpha (20130723): ????????Alpha?,???????????,?????????????。 ??????????GoAgent???(???phus lu?GitHub??????GoAgent??????,??????????????????) ????????????????????????Bug ?????????。??????????????。 ????issue????,????????,????????????????。LogicCircuit: LogicCircuit 2.13.07.22: 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 versionYou can make visual elements of the circuit been visible on its symbols. This way you can build composite displays, keyboards and reuse them. Please read about displays for more details http://ww...Microsoft .NET SDK For Hadoop: v 0.9.4951.25594: Bug fixesLINQ to Twitter: LINQ to Twitter v2.1.08: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.AcDown?????: AcDown????? v4.4.3: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ??v4.4.3 ?? ??Bilibili????????????? ???????????? ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2.10?...New ProjectsAM2013: Unexpected GameChekad: This is a simple small project.DataBaseSchema: DataBase Schema Management!edirAuth: edirAuth is a .NET library for LDAP authentication to NetIQ (formerly Novell©) eDirectory. If you are a NetIQ Identity Management user you are probably using Gimme Rainbows: This is a simple project that can be used to generate Rainbow table from a given dictionary and given salt file. Hashes of various formats can be generated.Heavy Bomber: Heavy Bomber XNA GameIRIS Toolbox [I Rest, IRIS Solves...]: IRIS is a Matlab toolbox for macroeconomic modeling.OpenZapper: OpenZapper is an open source Zapper project. It is mainly a Frequency generator.Sponge - SharePoint Framework: Sponge is a SharePoint Frameworks that contains centralized logging and configuration, as well as other useful Controls, Web Parts and Application Pages.wangyexin: ?????wupantest: atwelltestYemek Menusu: Yemek Menusu

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  • CodePlex Daily Summary for Monday, July 29, 2013

    CodePlex Daily Summary for Monday, July 29, 2013Popular ReleasesGIS Raster Tile Normalizer for GeoServer: V110 Extended to tile DEMs: 1) Now imports large DEM datasets. They are stored as 3.25 degree tiles in GeoTIFF 32 bit single band tiles ready to be used by GeoServer. Also, parallel colorized hillshade tiles are optionally created for easy visualization in GeoServer. 2) No longer uses FWTools, but the more recent 32 bit Windows 1.9 GDAL installation from Tamas at http://www.gisinternals.com/sdk/. Also required is Python 2.7, the GDAL Python Bindings from Tamas, and the Numpy python libraries. This is because we use th...R.NET: R.NET 1.5: The major changes in v1.5 are: Initialize method must be called before using R. Settings should be passed to the method. EagerEvaluate method renamed to Evaluate (use Defer method when you want old version of Evaluate).TX264: 0.9.7: --0.9.7 -Added: Encoding time will be shown in the log -Added: 64bit FLAC.exe -Added: Tx264 will now write version info file to its own folder -Added: Option to set encoder priorties (thx to XanaMuui&Ruriko) -Fixed: A possible error where source files were deleted -Updated: x264 to rev2345 -Updated: MediaInfo to 0.7.64 -Updated: MkvToolNix to 6.3.0 -Updated: FLAC to 1.3.0 -Updated: AlphaControls to 8.42 Stable -Updated: QAAC to 2.19 -Updated: SoX build with unicode by Lord_MulderMedia Companion: Media Companion MC3.574b: Some good bug fixes been going on with the new XBMC-Link function. Thanks to all who were able to do testing and gave feedback. New:* Added some adhoc extra General movie filters, one of which is Plot = Outline (see fixes above). To see the filters, add the following line to your config.xml: <ShowExtraMovieFilters>True</ShowExtraMovieFilters>. The others are: Imdb in folder name, Imdb in not folder name & Imdb not in folder name & year mismatch. * Movie - display <tag> list on browser tab ...OfflineBrowser: Preview Release with Search: I've added search to this release.VG-Ripper & PG-Ripper: VG-Ripper 2.9.46: changes FIXED LoginMath.NET Numerics: Math.NET Numerics v2.6.0: What's New in Math.NET Numerics 2.6 - Announcement, Explanations and Sample Code. New: Linear Curve Fitting Linear least-squares fitting (regression) to lines, polynomials and linear combinations of arbitrary functions. Multi-dimensional fitting. Also works well in F# with the F# extensions. New: Root Finding Brent's method. ~Candy Chiu, Alexander Täschner Bisection method. ~Scott Stephens, Alexander Täschner Broyden's method, for multi-dimensional functions. ~Alexander Täschner ...AJAX Control Toolkit: July 2013 Release: AJAX Control Toolkit Release Notes - July 2013 Release Version 7.0725July 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...MJP's DirectX 11 Samples: Specular Antialiasing Sample: Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order: 1886". Demonstrates various methods of preventing aliasing from specular BRDF's when using high-frequency normal maps. The zip file contains source code as well as a pre-compiled x64 binary.English Practice Helper: English Practice Helper Demo v1.1: Fix some bug in sentences compareKartris E-commerce: Kartris v2.5003: This fixes an issue where search engines appear to identify as IE and so trigger the noIE page if there is not a non-responsive skin specified.Blue Mercs Data Gateway: Blue Mercs Data Gateway 2.0: Changes made for major release v2.0 build in support for Microsoft Access Database build in logging support (with optional stopwatch duration) implemented thread DbContext that can be referenced to share context accross layers implented 'having' sql keyword implemented 'top(n)' and 'first' sql keywords implemented 'distinct' sql keyword implemented sql column expressions implemented CTE (common table expressions) joins are refactored allow auto join on keys when using entiti...Wix Test: WIX Test Bootstrapper (Burn): WIX Test Bootstrapper and MSI setup files. Alfa versions.ScriptZilla: ScriptZilla 1.2.5.1: New Programming Languages(C++ too !) and An Better Editor.SSISConnectionBuilder: Alpha 2: Removed SSIS SDK dependencies.VBDownloader: VBDownloader 1.0: VBDownloader v1.0 The open source solution for downloads First releasemysqllib: mysqllib 1.5: La nuova versione 1.5 vede espandersi questa libreria con nuovi metodi e nuove caratteristiche interessanti. Ecco i cambiamenti: (NEW) Aggiunta classe MySqlTable per visualizzare tutti i dettagli della tabella, tra cui una lista di dettagli delle colonne (NEW) Aggiunta classe MySqlColumn per visualizzare tutti i dettagli della colonna, tra cui una lista dei valori della colonna (NEW) Nuovi metodi GetTable(...) e GetColumn(...) per risultati dettagliati di tabelle e colonne (NEW) Nuovi met...GoAgent GUI: GoAgent GUI 1.3.5 Alpha (20130723): ????????Alpha?,???????????,?????????????。 ??????????GoAgent???(???phus lu?GitHub??????GoAgent??????,??????????????????) ????????????????????????Bug ?????????。??????????????。 ????issue????,????????,????????????????。LogicCircuit: LogicCircuit 2.13.07.22: 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 versionYou can make visual elements of the circuit been visible on its symbols. This way you can build composite displays, keyboards and reuse them. Please read about displays for more details http://ww...LINQ to Twitter: LINQ to Twitter v2.1.08: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.New Projects#Zyan Drench, a game for Android: Zyan Drench is a simple yet very entertaining game for Android phones developed using Zyan Communication Framework: http://zyan.com.de Crzy Game Launcher: All in one game launcher and updater. Keep your game up-to-date with this simple to use launcher.Ecobee API: This project is a portable .NET Library wrapping the Ecobee Thermostat API.Fire-Fighting Kinect Game: Fire-Fighting Kinect Game A fire-fighting game that uses Vizard virtual reality software and the Microsoft Kinect to allow the player to put out virtual fires.Fish Atlantis: This is our homework.FreeBee 900 Pro - Open Source XBee® Pro Alternative: https://hg.codeplex.com/freebee900proFuelRex: FuelRex foi feito pra lhe ajudar em seu dia a dia. Facilite seus cálculos e obtenha números reais sobre o gasto de combustíveis, em um aplicativo totalmente.KbdPlayground: A collection of .NET helpers and experimentsMailChimpNET: MailChimpNET provides a .NET PCL based wrapper around the mailchimp.com web API.MVC Generator: Addin for Visual Studio that generates MVC from Entity Framework files. A Rapid Scaffolder with options.One More ENgine project: OMEN projet (One More ENgine) main objective is to provide a simple application container.Orchard Podcasts: The Orchard Podcasting module allows users to create and publish a podcast feed (Yahoo Media RSS) for consumption by users using Orchard v1.6+.Outlook 2013 Backup Add-In: Automatically backups psd-files after closing Outlook. This plugin is compatible with Outlook 2013 32/64 Bit Version. Project Emilie: A little help to make your WinRT XAML projects truly fast and fluid, based on work from two of the top Windows 8 applications.Search WPF: A small utility to browse the WPF classes and interfaces.sGaming: Silverlight 3D EngineTelerik Connect: Simple ASP.NET Project aiming to build a copy of the LinkedIn website functionality.Testing The Unittesting Tools in Visual Studio: This project is a collection of testprograms for verifying the different test adapters available for Visual Studio. TvLinks Torrent Searcher: Easy way to search Torrents for TV Series.xnaGaming: XNA game engine

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  • CodePlex Daily Summary for Saturday, July 27, 2013

    CodePlex Daily Summary for Saturday, July 27, 2013Popular ReleasesSharpCompress - a fully native C# library for RAR, 7Zip, Zip, Tar, GZip, BZip2: SharpCompress 0.10: - Added support for RAR Decryption (thanks to https://github.com/hrasyid) - Embedded some BouncyCastle crypto classes to allow RAR Decryption and Winzip AES Decryption in Portable and Windows Store DLLs - Built in Release (I think)Memory Teaser Game: Full Release 1.1.0: -> Fixed Memory leak issue. -> Restart game button issue. -> Added Splash screen. -> Changed Release Icon. This is the version 1.1.0.0VG-Ripper & PG-Ripper: VG-Ripper 2.9.46: changes FIXED LoginOfflineBrowser: Preview Release: This is a preview release so that others can help me find bugs. This should be pretty stable, but any bugs found should be reported here as an Issue.Home Access Plus+: v9.4.0727: Released to allow you to disable secure LDAP queriesOpen Source Job board: Version X3: Full version of job board, didn't have monies to fund it so it's free.DSeX DragonSpeak eXtended Editor: Version 1.0.116.0726: Cleaned up Wizard Interface Added Functionality for RTF UndoRedo IE Inserting Text from Wizard output to the Tabbed Editor Added Sanity Checks to Search/Replace Dialog to prevent crashes Fixed Template and Paste undoredo Fix Undoredo Blank spots Added New_FileTag Const = "(New FIle)" Added Filename to Modified FileClose queries (Thanks Lothus Marque)Math.NET Numerics: Math.NET Numerics v2.6.0: What's New in Math.NET Numerics 2.6 - Announcement, Explanations and Sample Code. New: Linear Curve Fitting Linear least-squares fitting (regression) to lines, polynomials and linear combinations of arbitrary functions. Multi-dimensional fitting. Also works well in F# with the F# extensions. New: Root Finding Brent's method. ~Candy Chiu, Alexander Täschner Bisection method. ~Scott Stephens, Alexander Täschner Broyden's method, for multi-dimensional functions. ~Alexander Täschner ...Microsoft .NET Gadgeteer: .NET Gadgeteer Core 2.43.800: The .NET Gadgeteer Core installer includes the core libraries and end user project templates for Microsoft .NET Gadgeteer. This is a prerequisite for end users to build and deploy .NET Gadgeteer projects. It includes a project template wizard in the New Project dialog in Visual Studio 2012 or 2010 (or express versions) under the Gadgeteer tab - ".NET Gadgeteer Application". This template uses a graphical designer built for Visual Studio which allows end users to visually configure .NET Gadget...FogBugzPd - Project Dashboard For FogBugz: 1.0: First public release of FogBugzPd. Zip File includes web application. Requires: IIS 7+ Sql Server 2008/2012 or Sql Server Express 2012 .NET 4.5Open Url Rewriter for DotNetNuke: Open Url Rewriter Core 0.4.3 (Beta): bug fix for removing home page New Tab with rules count for each Portal with memory use estimation OpenUrlRewriter_00.04.03_Install.zip : for dnn 6.01 to 7.06 OpenUrlRewriter71_00.04.03_Install.zip : for dnn 7.1KerbalAlarmClock: v2.5.0.0 Release: Version 2.5.0.0 Recompiled it for 0.21 Fixed some issues with Hyperbolic orbits and AN/DN NodesAJAX Control Toolkit: July 2013 Release: AJAX Control Toolkit Release Notes - July 2013 Release Version 7.0725July 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...MJP's DirectX 11 Samples: Specular Antialiasing Sample: Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order: 1886". Demonstrates various methods of preventing aliasing from specular BRDF's when using high-frequency normal maps. The zip file contains source code as well as a pre-compiled x64 binary.Kartris E-commerce: Kartris v2.5003: This fixes an issue where search engines appear to identify as IE and so trigger the noIE page if there is not a non-responsive skin specified.GoAgent GUI: GoAgent GUI 1.3.5 Alpha (20130723): ????????Alpha?,???????????,?????????????。 ??????????GoAgent???(???phus lu?GitHub??????GoAgent??????,??????????????????) ????????????????????????Bug ?????????。??????????????。 ????issue????,????????,????????????????。LogicCircuit: LogicCircuit 2.13.07.22: 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 versionYou can make visual elements of the circuit been visible on its symbols. This way you can build composite displays, keyboards and reuse them. Please read about displays for more details http://ww...LINQ to Twitter: LINQ to Twitter v2.1.08: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.AcDown?????: AcDown????? v4.4.3: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ??v4.4.3 ?? ??Bilibili????????????? ???????????? ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2.10?...Magick.NET: Magick.NET 6.8.6.601: Magick.NET linked with ImageMagick 6.8.6.6. These zip files are also available as a NuGet package: https://nuget.org/profiles/dlemstra/New Projectsagree grammar engineering environment: agree is a concurrent parse/generation engine, a .NET implementation of the DELPH-IN joint reference formalism for natural language analysis. AWF's Utility Library: A collection of awf utilities C# chat client with server: Newest chat with client and server.Charming components for Windows Phone: Build Charming apps for Windows Phone. Adds ready-made Search, Share and Settings functionality to Windows Phone. Share more code across platforms.Darkorbit Configuration Manager: config manager dark orbit darkorbit eltepvpers heaven 'Heaven. configuration manager configurationmanagerDarkorbit MultiTool: dark orbit darkorbit multi tool mulitool heaven 'Heaven. elitepvpers awesome skylab bot trade bot techcenter bot multiaccount diabind: Python binding of DIA (Debug Interface Access) SDKDoodle .Net Connector: This library allows an easy access to the Doodle REST API.DssCECB Version 2.0: aaaeCommunity: e-communityEFDemo: This is a demo for Entity frameworkEmployee Directory Webpart in SharePoint 2010: Employee Directory for SharePoint 2010EntityContext: A lightweight wrapper around Entity Framework allowing for accessing some internals of the framework, as well as, some functionality usually required.EwsRelentless: This is a sample application which demonstrates you might place a heavy load of EWS calls against an Exchange server in order to test performance. FogBugzPd - Project Dashboard For FogBugz: This tool helps PMs, Tech Leads and Executives to see actual progress on the projects tracked in FogBugz.HP Battery Health Scan Script: Silently runs HP Battery Check Utility and saves result to an Access DB.I am following: Users can follow nearly everything in SharePoint 2013. This solution provides a list of followed contend where ever you need it in you SharePoint.Image Viewer: Simple image viewer written for academic purposes LIBRERIA PRISA: sistema de ventasLiduv: Facilitate teachers daily work including creating marks and lesson drafts, curricula and calculating marks for written tests etc.Maze Builder Library: A builder for random maze generationPayPal Express Checkout for nopCommerce: nopCommerce plugin to allow for PayPal Express Checkout. Full integration with shipping options.PsTest - UnitTesting for PowerShell: PsTest is a lightweight UnitTesting Module for use in PowerShell. It lets PowerShell users create, discover and run UnitTests in PowerShell.SIGE: sistema integral gestion educativaSql Mass Dumper: Sql Mass Dumper. A simple project to dump all the data in your SQL Server in XML or in JSON format.SSIS Wait Task: A SSIS task which suspends execution for a time period or until a specific time. Additionally a sql statement can be defined that can also delay execution.Tactical Combat - Unity3d Game: A first person shooter! The main character is Billy Hills, need a story plot.The open source customer relation and billing software.: Memtem in a open source customer relation and billing software written in C#.NET.Tridion Gateway Service: WCF Support for the Tridion TOM COM APIWINJS CTK: WinJS Control kit is a set of custom WINJS controls that are not supported by Windows 8.

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  • UIImagePickerController, UIImage, Memory and More!

    - by Itay
    I've noticed that there are many questions about how to handle UIImage objects, especially in conjunction with UIImagePickerController and then displaying it in a view (usually a UIImageView). Here is a collection of common questions and their answers. Feel free to edit and add your own. I obviously learnt all this information from somewhere too. Various forum posts, StackOverflow answers and my own experimenting brought me to all these solutions. Credit goes to those who posted some sample code that I've since used and modified. I don't remember who you all are - but hats off to you! How Do I Select An Image From the User's Images or From the Camera? You use UIImagePickerController. The documentation for the class gives a decent overview of how one would use it, and can be found here. Basically, you create an instance of the class, which is a modal view controller, display it, and set yourself (or some class) to be the delegate. Then you'll get notified when a user selects some form of media (movie or image in 3.0 on the 3GS), and you can do whatever you want. My Delegate Was Called - How Do I Get The Media? The delegate method signature is the following: - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info; You should put a breakpoint in the debugger to see what's in the dictionary, but you use that to extract the media. For example: UIImage* image = [info objectForKey:UIImagePickerControllerOriginalImage]; There are other keys that work as well, all in the documentation. OK, I Got The Image, But It Doesn't Have Any Geolocation Data. What gives? Unfortunately, Apple decided that we're not worthy of this information. When they load the data into the UIImage, they strip it of all the EXIF/Geolocation data. Can I Get To The Original File Representing This Image on the Disk? Nope. For security purposes, you only get the UIImage. How Can I Look At The Underlying Pixels of the UIImage? Since the UIImage is immutable, you can't look at the direct pixels. However, you can make a copy. The code to this looks something like this: UIImage* image = ...; // An image NSData* pixelData = (NSData*) CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage)); unsigned char* pixelBytes = (unsigned char *)[pixelData bytes]; // Take away the red pixel, assuming 32-bit RGBA for(int i = 0; i < [pixelData length]; i += 4) { pixelBytes[i] = 0; // red pixelBytes[i+1] = pixelBytes[i+1]; // green pixelBytes[i+2] = pixelBytes[i+2]; // blue pixelBytes[i+3] = pixelBytes[i+3]; // alpha } However, note that CGDataProviderCopyData provides you with an "immutable" reference to the data - meaning you can't change it (and you may get a BAD_ACCESS error if you do). Look at the next question if you want to see how you can modify the pixels. How Do I Modify The Pixels of the UIImage? The UIImage is immutable, meaning you can't change it. Apple posted a great article on how to get a copy of the pixels and modify them, and rather than copy and paste it here, you should just go read the article. Once you have the bitmap context as they mention in the article, you can do something similar to this to get a new UIImage with the modified pixels: CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; Do remember to release your references though, otherwise you're going to be leaking quite a bit of memory. After I Select 3 Images From The Camera, I Run Out Of Memory. Help! You have to remember that even though on disk these images take up only a few hundred kilobytes at most, that's because they're compressed as a PNG or JPG. When they are loaded into the UIImage, they become uncompressed. A quick over-the-envelope calculation would be: width x height x 4 = bytes in memory That's assuming 32-bit pixels. If you have 16-bit pixels (some JPGs are stored as RGBA-5551), then you'd replace the 4 with a 2. Now, images taken with the camera are 1600 x 1200 pixels, so let's do the math: 1600 x 1200 x 4 = 7,680,000 bytes = ~8 MB 8 MB is a lot, especially when you have a limit of around 24 MB for your application. That's why you run out of memory. OK, I Understand Why I Have No Memory. What Do I Do? There is never any reason to display images at their full resolution. The iPhone has a screen of 480 x 320 pixels, so you're just wasting space. If you find yourself in this situation, ask yourself the following question: Do I need the full resolution image? If the answer is yes, then you should save it to disk for later use. If the answer is no, then read the next part. Once you've decided what to do with the full-resolution image, then you need to create a smaller image to use for displaying. Many times you might even want several sizes for your image: a thumbnail, a full-size one for displaying, and the original full-resolution image. OK, I'm Hooked. How Do I Resize the Image? Unfortunately, there is no defined way how to resize an image. Also, it's important to note that when you resize it, you'll get a new image - you're not modifying the old one. There are a couple of methods to do the resizing. I'll present them both here, and explain the pros and cons of each. Method 1: Using UIKit + (UIImage*)imageWithImage:(UIImage*)image scaledToSize:(CGSize)newSize; { // Create a graphics image context UIGraphicsBeginImageContext(newSize); // Tell the old image to draw in this new context, with the desired // new size [image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)]; // Get the new image from the context UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext(); // End the context UIGraphicsEndImageContext(); // Return the new image. return newImage; } This method is very simple, and works great. It will also deal with the UIImageOrientation for you, meaning that you don't have to care whether the camera was sideways when the picture was taken. However, this method is not thread safe, and since thumbnailing is a relatively expensive operation (approximately ~2.5s on a 3G for a 1600 x 1200 pixel image), this is very much an operation you may want to do in the background, on a separate thread. Method 2: Using CoreGraphics + (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSize:(CGSize)newSize; { CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } if (sourceImage.imageOrientation == UIImageOrientationLeft) { CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(0, 0, targetWidth, targetHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; } The benefit of this method is that it is thread-safe, plus it takes care of all the small things (using correct color space and bitmap info, dealing with image orientation) that the UIKit version does. How Do I Resize and Maintain Aspect Ratio (like the AspectFill option)? It is very similar to the method above, and it looks like this: + (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSizeWithSameAspectRatio:(CGSize)targetSize; { CGSize imageSize = sourceImage.size; CGFloat width = imageSize.width; CGFloat height = imageSize.height; CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGFloat scaleFactor = 0.0; CGFloat scaledWidth = targetWidth; CGFloat scaledHeight = targetHeight; CGPoint thumbnailPoint = CGPointMake(0.0,0.0); if (CGSizeEqualToSize(imageSize, targetSize) == NO) { CGFloat widthFactor = targetWidth / width; CGFloat heightFactor = targetHeight / height; if (widthFactor > heightFactor) { scaleFactor = widthFactor; // scale to fit height } else { scaleFactor = heightFactor; // scale to fit width } scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the image if (widthFactor > heightFactor) { thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5; } else if (widthFactor < heightFactor) { thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5; } } CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } // In the right or left cases, we need to switch scaledWidth and scaledHeight, // and also the thumbnail point if (sourceImage.imageOrientation == UIImageOrientationLeft) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; } The method we employ here is to create a bitmap with the desired size, but draw an image that is actually larger, thus maintaining the aspect ratio. So We've Got Our Scaled Images - How Do I Save Them To Disk? This is pretty simple. Remember that we want to save a compressed version to disk, and not the uncompressed pixels. Apple provides two functions that help us with this (documentation is here): NSData* UIImagePNGRepresentation(UIImage *image); NSData* UIImageJPEGRepresentation (UIImage *image, CGFloat compressionQuality); And if you want to use them, you'd do something like: UIImage* myThumbnail = ...; // Get some image NSData* imageData = UIImagePNGRepresentation(myThumbnail); Now we're ready to save it to disk, which is the final step (say into the documents directory): // Give a name to the file NSString* imageName = @"MyImage.png"; // Now, we have to find the documents directory so we can save it // Note that you might want to save it elsewhere, like the cache directory, // or something similar. NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString* documentsDirectory = [paths objectAtIndex:0]; // Now we get the full path to the file NSString* fullPathToFile = [documentsDirectory stringByAppendingPathComponent:imageName]; // and then we write it out [imageData writeToFile:fullPathToFile atomically:NO]; You would repeat this for every version of the image you have. How Do I Load These Images Back Into Memory? Just look at the various UIImage initialization methods, such as +imageWithContentsOfFile: in the Apple documentation.

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  • Atmospheric Scattering

    - by Lawrence Kok
    I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: http://img253.imageshack.us/g/scattering01.png/ I've downloaded sample code of O`Neil from: http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html. Made minor adjustments to the shader 'SkyFromAtmosphere' that would allow it to run in AMD RenderMonkey. In the images it is see-able a form of banding occurs, getting an blueish tone. However it is only applied to one half of the sphere, the other half is completely black. Also the banding appears to occur at Zenith instead of Horizon, and for a reason I managed to get pac-man shape. I would appreciate it if somebody could show me what I'm doing wrong. Vertex Shader: uniform mat4 matView; uniform vec4 view_position; uniform vec3 v3LightPos; const int nSamples = 3; const float fSamples = 3.0; const vec3 Wavelength = vec3(0.650,0.570,0.475); const vec3 v3InvWavelength = 1.0f / vec3( Wavelength.x * Wavelength.x * Wavelength.x * Wavelength.x, Wavelength.y * Wavelength.y * Wavelength.y * Wavelength.y, Wavelength.z * Wavelength.z * Wavelength.z * Wavelength.z); const float fInnerRadius = 10; const float fOuterRadius = fInnerRadius * 1.025; const float fInnerRadius2 = fInnerRadius * fInnerRadius; const float fOuterRadius2 = fOuterRadius * fOuterRadius; const float fScale = 1.0 / (fOuterRadius - fInnerRadius); const float fScaleDepth = 0.25; const float fScaleOverScaleDepth = fScale / fScaleDepth; const vec3 v3CameraPos = vec3(0.0, fInnerRadius * 1.015, 0.0); const float fCameraHeight = length(v3CameraPos); const float fCameraHeight2 = fCameraHeight * fCameraHeight; const float fm_ESun = 150.0; const float fm_Kr = 0.0025; const float fm_Km = 0.0010; const float fKrESun = fm_Kr * fm_ESun; const float fKmESun = fm_Km * fm_ESun; const float fKr4PI = fm_Kr * 4 * 3.141592653; const float fKm4PI = fm_Km * 4 * 3.141592653; varying vec3 v3Direction; varying vec4 c0, c1; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main( void ) { // Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere) vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Pos = normalize(gl_Vertex.xyz) * fOuterRadius; vec3 v3Ray = v3CameraPos - v3Pos; float fFar = length(v3Ray); v3Ray = normalize(v3Ray); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(normalize(v3LightPos), v3SamplePoint) / fHeight; float fCameraAngle = dot(normalize(v3Ray), v3SamplePoint) / fHeight; float fScatter = (-fStartOffset + fDepth*( scale(fLightAngle) - scale(fCameraAngle)))/* 0.25f*/; vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader vec4 newPos = vec4( (gl_Vertex.xyz + view_position.xyz), 1.0); gl_Position = gl_ModelViewProjectionMatrix * vec4(newPos.xyz, 1.0); gl_Position.z = gl_Position.w * 0.99999; c1 = vec4(v3FrontColor * fKmESun, 1.0); c0 = vec4(v3FrontColor * (v3InvWavelength * fKrESun), 1.0); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: uniform vec3 v3LightPos; varying vec3 v3Direction; varying vec4 c0; varying vec4 c1; const float g =-0.90f; const float g2 = g * g; const float Exposure =2; void main(void){ float fCos = dot(normalize(v3LightPos), v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = c0 + fMiePhase * c1; gl_FragColor.a = 1.0; }

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  • An issue with tessellation a model with DirectX11

    - by Paul Ske
    I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I noticed it doesn't draw anything. I compared the detailed tessellation from DirectX SDK sample. Inside the shader file - if I replace the HullInputType with PixelInputType it draws. So, I think because when I compiled the shaders inside the program it compiles VertexShader, PixelShader, HullShader then DomainShader. Isn't it suppose to be VertexShader, HullSHader, DomainShader then PixelShader or does it really not matter? I am just curious why wouldn't the model even be drawn when HullInputType but renders fine with PixelInputType. Shader Code: [code] cbuffer ConstantBuffer { float4x4 WVP; float4x4 World; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; Texture2D Texture; Texture2D NormalTexture; SamplerState ss { MinLOD = 5.0f; MipLODBias = 0.0f; }; struct HullOutputType { float3 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct HullInputType { float4 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct VertexInputType { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; uint uVertexID : SV_VERTEXID; }; struct PixelInputType { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; // texture coordinates float3 normal : NORMAL; float3 tangent : TANGENT; float4 color : COLOR; float3 viewDirection : TEXCOORD1; float4 depthBuffer : TEXTURE0; }; HullInputType VShader(VertexInputType input) { HullInputType output; output.position.w = 1.0f; output.position = mul(input.position,WVP); output.texcoord = input.texcoord; output.normal = input.normal; output.tangent = input.tangent; //output.normal = mul(normal,World); //output.tangent = mul(tangent,World); //output.color = output.color; //output.texcoord = texcoord; // set the texture coordinates, unmodified return output; } ConstantOutputType TexturePatchConstantFunction(InputPatch inputPatch,uint patchID : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("TexturePatchConstantFunction")] HullOutputType HShader(InputPatch patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; // Set the position for this control point as the output position. output.position = patch[pointId].position; // Set the input color as the output color. output.texcoord = patch[pointId].texcoord; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; return output; } [domain("tri")] PixelInputType DShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch patch) { float3 vertexPosition; float2 uvPosition; float4 worldposition; PixelInputType output; // Interpolate world space position with barycentric coordinates float3 vWorldPos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; // Determine the position of the new vertex. vertexPosition = vWorldPos; // Calculate the position of the new vertex against the world, view, and projection matrices. output.position = mul(float4(vertexPosition, 1.0f),WVP); // Send the input color into the pixel shader. output.texcoord = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.normal = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.tangent = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; //output.depthBuffer = output.position; //output.depthBuffer.w = 1.0f; //worldposition = mul(output.position,WVP); //output.viewDirection = cameraDirection.xyz - worldposition.xyz; //output.viewDirection = normalize(output.viewDirection); return output; } [/code] Somethings are commented out but will be in place when fixed. I'm probably not connecting something correctly.

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  • Understanding each other in web development

    - by Pete Hotchkin
    During my career I have been lucky enough to work in several different roles within web development with many extremely talented people, from incredible designers who were passionate about the placement of every pixel right through to server administrators and DBAs who were always measuring the improvements they were making to their queries in the smallest possible unit. The problem I always faced was that more often than not I was stuck in the middle trying to mediate between these different functions and enable each side to understand the other’s point of view. The main areas of contention that there have always been between these functional groups in my experience have been at 2 key points: during the build phase and then when there is a problem post-build. During both of these times it is often easier for someone to pass the buck onto someone else than spend the time to understand the other person’s perspective. Below is a quick look at two upcoming tools that will not only speed up the build phase for each function, but  also help when it comes to the issues faced once a site has been pushed live. In my experience a web project goes through several phases of development. The first of these is design, generally handled as Photoshop files which are then passed onto a front-end developer. This is the first point at which heated discussions can arise. One problem I’ve seen several times is that the designer doesn’t fully understand the platform constraints that need to be considered, and as a result has designed something that does not translate very well or is simply not possible. Working at Red Gate, I am lucky enough to be able to meet some amazing people and this happened just the other day when I was introduced to Neil Kinnish and Pete Nelson, the creators of what I believe could be a great asset in this designer-developer relationship, Mixture. Mixture allows the front end developer to quickly prototype a web page with built-in frameworks such as bootstrap. It’s not an IDE however, it just sits there in the background and monitors the project files in the background so every time you save a file from your favorite IDE, it will compile things like LESS, compact your JavaScript and the automatically refresh your test browser so you can see the changes instantly. I think one of the best parts of this however is a single button that pushes the changed files up to the web so the designer can instantly see how far the developer has got and the problem that he is facing at that time without the need to spend time setting up a remote server. I can see this being a real asset to remote teams where there needs to be a compromise between the designer and the front-end developer, or just to allow the designer to see how the build is progressing and suggest small alterations. Once the design has been built into the front end the designer’s job is generally done and there are no other points of contention between the designer and the other functions involved in building these web projects. As the project moves into the stage of integrating it into the back end and deploying it to the production server other functions start to be pulled in and other issues arise such as the back-end developer understanding the frameworks that they are using such as the routes that are in place in an MVC application or the number of database calls that the ORM layer is actually making. There are many tools out there that can actually help with these problems such as mini profiler that gives you a quick snapshot of what is going on directly in the browser. For a slightly more in-depth look at what is happening and to gain a deeper understanding of an application you may be working on though, you may want to consider Glimpse. Created by Nik and Anthony, it is an application that sits at the bottom of your browser (installed via NuGet) which can show you information about how your application is pieced together and how the information on screen is being delivered as it happens. With a wealth of community-built plugins such as one for nHibernate and linq2SQL (full list of plugins on NuGet). It can be customized directly to your own setup to truly delve into the code to see what is happening, and can help to reduce the number of confusing moments about whether it is your code that is going wrong or whether there is something more sinister happening directly on the server. All the tools that I have mentioned in this post help to do one thing above all, and that is to ease the barrier of understanding between the different functions that are involved in building and maintaining a web application. In my experience it is very easy to say “Well, that’s not my problem”, simply because the two functions involved don’t truly understand the other’s point of view. Software should not only be seen as a way to streamline our own working process or as a debugging tool but also a communication aid to improve the entire lifecycle of a web project. Glimpse is actually the project that I am the designer on and I would love to get your feedback if you do decide to try it out or if you would like to share your own experiences of working on web projects please fill in your details at https://www.surveymk.com/s/joinGlimpse  or add a comment below and I will get in touch with you.

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  • Basic shadow mapping fails on NVIDIA card?

    - by James
    Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a very simple shadow POC project the problem appears to be that the scene being drawn never results in a draw to the depth map and as a result the entire depth map is just infinity, 1.0 (Reading directly from the depth component after draw (glReadPixels) shows every pixel is infinity (1.0), replacing the depth comparison in the shader with a comparison of the depth from the shadow map with 1.0 shadows the entire scene, and writing random values to the depth map and then not calling glClear(GL_DEPTH_BUFFER_BIT) results in a random noisy pattern on the scene elements - from which we can infer that the uploading of the depth texture and comparison within the shader are functioning perfectly.) Since the problem appears almost certainly to be in the depth render, this is the code for that: const int s_res = 1024; GLuint shadowMap_tex; GLuint shadowMap_prog; GLint sm_attr_coord3d; GLint sm_uniform_mvp; GLuint fbo_handle; GLuint renderBuffer; bool isMappingShad = false; //The scene consists of a plane with box above it GLfloat scene[] = { -10.0, 0.0, -10.0, 0.5, 0.0, 10.0, 0.0, -10.0, 1.0, 0.0, 10.0, 0.0, 10.0, 1.0, 0.5, -10.0, 0.0, -10.0, 0.5, 0.0, -10.0, 0.0, 10.0, 0.5, 0.5, 10.0, 0.0, 10.0, 1.0, 0.5, ... }; //Initialize the stuff used by the shadow map generator int initShadowMap() { //Initialize the shadowMap shader program if (create_program("shadow.v.glsl", "shadow.f.glsl", shadowMap_prog) != 1) return -1; const char* attribute_name = "coord3d"; sm_attr_coord3d = glGetAttribLocation(shadowMap_prog, attribute_name); if (sm_attr_coord3d == -1) { fprintf(stderr, "Could not bind attribute %s\n", attribute_name); return 0; } const char* uniform_name = "mvp"; sm_uniform_mvp = glGetUniformLocation(shadowMap_prog, uniform_name); if (sm_uniform_mvp == -1) { fprintf(stderr, "Could not bind uniform %s\n", uniform_name); return 0; } //Create a framebuffer glGenFramebuffers(1, &fbo_handle); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); //Create render buffer glGenRenderbuffers(1, &renderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); //Setup the shadow texture glGenTextures(1, &shadowMap_tex); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, s_res, s_res, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return 0; } //Delete stuff void dnitShadowMap() { //Delete everything glDeleteFramebuffers(1, &fbo_handle); glDeleteRenderbuffers(1, &renderBuffer); glDeleteTextures(1, &shadowMap_tex); glDeleteProgram(shadowMap_prog); } int loadSMap() { //Bind MVP stuff glm::mat4 view = glm::lookAt(glm::vec3(10.0, 10.0, 5.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::ortho<float>(-10,10,-8,8,-10,40); glm::mat4 mvp = projection * view; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 lsMVP = biasMatrix * mvp; //Upload light source matrix to the main shader programs glUniformMatrix4fv(uniform_ls_mvp, 1, GL_FALSE, glm::value_ptr(lsMVP)); glUseProgram(shadowMap_prog); glUniformMatrix4fv(sm_uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); //Draw to the framebuffer (with depth buffer only draw) glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glBindRenderbuffer(GL_RENDERBUFFER, renderBuffer); glBindTexture(GL_TEXTURE_2D, shadowMap_tex); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMap_tex, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != result) { printf("ERROR: Framebuffer is not complete.\n"); return -1; } //Draw shadow scene printf("Creating shadow buffers..\n"); int ticks = SDL_GetTicks(); glClear(GL_DEPTH_BUFFER_BIT); //Wipe the depth buffer glViewport(0, 0, s_res, s_res); isMappingShad = true; //DRAW glEnableVertexAttribArray(sm_attr_coord3d); glVertexAttribPointer(sm_attr_coord3d, 3, GL_FLOAT, GL_FALSE, 5*4, scene); glDrawArrays(GL_TRIANGLES, 0, 14*3); glDisableVertexAttribArray(sm_attr_coord3d); isMappingShad = false; glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("Render Sbuf in %dms (GLerr: %d)\n", SDL_GetTicks() - ticks, glGetError()); return 0; } This is the full code for the POC shadow mapping project (C++) (Requires SDL 1.2, SDL-image 1.2, GLEW (1.5) and GLM development headers.) initShadowMap is called, followed by loadSMap, the scene is drawn from the camera POV and then dnitShadowMap is called. I followed this tutorial originally (Along with another more comprehensive tutorial which has disappeared as this guy re-configured his site but used to be here (404).) I've ensured that the scene is visible (as can be seen within the full project) to the light source (which uses an orthogonal projection matrix.) Shader utilities function fine in non-shadow-mapped projects. I should also note that at no point is the GL error state set. What am I doing wrong here and why did this not cause problems on my AMD card? (System: Ubuntu 12.04, Linux 3.2.0-49-generic, 64 bit, with the nvidia-experimental-310 driver package. All other games are functioning fine so it's most likely not a card/driver issue.)

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  • Streaming desktop with avconv - severe sound issues

    - by Tommy Brunn
    I'm trying to do some live streaming in Ubuntu 12.10, but I'm having some problems with audio. More specifically, the quality is complete garbage and it's at least 10 seconds out of sync with the video. I'm using an excellent guide found here to set up my loopback devices so that I can combine the desktop audio with the microphone input. It seems to work, as I'm able to stream both audio and video to Twitch.tv. But, as I said, the audio quality is terrible. The microphone audio is very, very low, but if I increase it, I get a horrible garbled sound that is absolutely unbearable. Nothing like that is present during VoIP calls or when recording sound alone with the sound recorder, so it's not an issue with the microphone itself. The entire audio stream is also delayed about 10-15 seconds compared to the video stream. I put together an imgur album of my settings. Here is some example output from when I'm streaming: avconv version 0.8.4-6:0.8.4-0ubuntu0.12.10.1, Copyright (c) 2000-2012 the Libav developers built on Nov 6 2012 16:51:11 with gcc 4.7.2 [x11grab @ 0x162fd80] device: :0.0+570,262 -> display: :0.0 x: 570 y: 262 width: 1280 height: 720 [x11grab @ 0x162fd80] shared memory extension found [x11grab @ 0x162fd80] Estimating duration from bitrate, this may be inaccurate Input #0, x11grab, from ':0.0+570,262': Duration: N/A, start: 1353181686.735113, bitrate: 884736 kb/s Stream #0.0: Video: rawvideo, bgra, 1280x720, 884736 kb/s, 30 tbr, 1000k tbn, 30 tbc [alsa @ 0x163fce0] capture with some ALSA plugins, especially dsnoop, may hang. [alsa @ 0x163fce0] Estimating duration from bitrate, this may be inaccurate Input #1, alsa, from 'pulse': Duration: N/A, start: 1353181686.773841, bitrate: N/A Stream #1.0: Audio: pcm_s16le, 48000 Hz, 2 channels, s16, 1536 kb/s Incompatible pixel format 'bgra' for codec 'libx264', auto-selecting format 'yuv420p' [buffer @ 0x1641ec0] w:1280 h:720 pixfmt:bgra [scale @ 0x1642480] w:1280 h:720 fmt:bgra -> w:852 h:480 fmt:yuv420p flags:0x4 [libx264 @ 0x165ae80] VBV maxrate unspecified, assuming CBR [libx264 @ 0x165ae80] using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle SSE4.2 [libx264 @ 0x165ae80] profile Main, level 3.1 [libx264 @ 0x165ae80] 264 - core 123 r2189 35cf912 - H.264/MPEG-4 AVC codec - Copyleft 2003-2012 - http://www.videolan.org/x264.html - options: cabac=1 ref=2 deblock=1:0:0 analyse=0x1:0x111 me=hex subme=6 psy=1 psy_rd=1.00:0.00 mixed_ref=0 me_range=16 chroma_me=1 trellis=1 8x8dct=0 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=-2 threads=4 sliced_threads=0 nr=0 decimate=1 interlaced=0 bluray_compat=0 constrained_intra=0 bframes=3 b_pyramid=0 b_adapt=1 b_bias=0 direct=1 weightb=0 open_gop=1 weightp=1 keyint=250 keyint_min=25 scenecut=40 intra_refresh=0 rc_lookahead=30 rc=cbr mbtree=1 bitrate=712 ratetol=1.0 qcomp=0.60 qpmin=0 qpmax=69 qpstep=4 vbv_maxrate=712 vbv_bufsize=512 nal_hrd=none ip_ratio=1.25 aq=1:1.00 Output #0, flv, to 'rtmp://live.justin.tv/app/live_23011330_Pt1plSRM0z5WVNJ0QmCHvTPmpUnfC4': Metadata: encoder : Lavf53.21.0 Stream #0.0: Video: libx264, yuv420p, 852x480, q=-1--1, 712 kb/s, 1k tbn, 30 tbc Stream #0.1: Audio: libmp3lame, 44100 Hz, 2 channels, s16, 712 kb/s Stream mapping: Stream #0:0 -> #0:0 (rawvideo -> libx264) Stream #1:0 -> #0:1 (pcm_s16le -> libmp3lame) Press ctrl-c to stop encoding frame= 17 fps= 0 q=0.0 size= 0kB time=10000000000.00 bitrate= 0.0kbitframe= 32 fps= 31 q=0.0 size= 0kB time=10000000000.00 bitrate= 0.0kbitframe= 40 fps= 23 q=29.0 size= 44kB time=0.03 bitrate=13786.2kbits/s dup=frame= 47 fps= 21 q=31.0 size= 93kB time=2.73 bitrate= 277.7kbits/s dup=0frame= 62 fps= 23 q=29.0 size= 160kB time=3.23 bitrate= 406.2kbits/s dup=0frame= 77 fps= 24 q=23.0 size= 209kB time=3.71 bitrate= 462.5kbits/s dup=0frame= 92 fps= 25 q=20.0 size= 267kB time=4.91 bitrate= 445.2kbits/s dup=0frame= 107 fps= 25 q=20.0 size= 318kB time=5.41 bitrate= 482.1kbits/s dup=0frame= 123 fps= 26 q=18.0 size= 368kB time=5.96 bitrate= 505.7kbits/s dup=0frame= 139 fps= 26 q=16.0 size= 419kB time=6.48 bitrate= 529.7kbits/s dup=0frame= 155 fps= 27 q=15.0 size= 473kB time=7.00 bitrate= 553.6kbits/s dup=0frame= 170 fps= 27 q=14.0 size= 525kB time=7.52 bitrate= 571.7kbits/s dup=0 frame= 180 fps= 25 q=-1.0 Lsize= 652kB time=7.97 bitrate= 670.0kbits/s dup=0 drop=32 //Here I stop the streaming video:531kB audio:112kB global headers:0kB muxing overhead 1.345945% [libx264 @ 0x165ae80] frame I:1 Avg QP:30.43 size: 39748 [libx264 @ 0x165ae80] frame P:45 Avg QP:11.37 size: 11110 [libx264 @ 0x165ae80] frame B:134 Avg QP:15.93 size: 27 [libx264 @ 0x165ae80] consecutive B-frames: 0.6% 0.0% 1.7% 97.8% [libx264 @ 0x165ae80] mb I I16..4: 7.3% 0.0% 92.7% [libx264 @ 0x165ae80] mb P I16..4: 0.1% 0.0% 0.1% P16..4: 49.1% 1.2% 2.1% 0.0% 0.0% skip:47.4% [libx264 @ 0x165ae80] mb B I16..4: 0.0% 0.0% 0.0% B16..8: 0.1% 0.0% 0.0% direct: 0.0% skip:99.9% L0:42.5% L1:56.9% BI: 0.6% [libx264 @ 0x165ae80] coded y,uvDC,uvAC intra: 82.3% 87.4% 71.9% inter: 7.1% 8.4% 7.0% [libx264 @ 0x165ae80] i16 v,h,dc,p: 27% 29% 16% 28% [libx264 @ 0x165ae80] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 22% 21% 14% 8% 8% 8% 7% 5% 7% [libx264 @ 0x165ae80] i8c dc,h,v,p: 47% 22% 20% 11% [libx264 @ 0x165ae80] Weighted P-Frames: Y:0.0% UV:0.0% [libx264 @ 0x165ae80] ref P L0: 96.4% 3.6% [libx264 @ 0x165ae80] kb/s:474.19 Received signal 2: terminating. Any ideas on how I can resolve this? The video delay is perfectly acceptable, so I wouldn't think that it's a network issue that's causing the delay in the audio. Any help would be appreciated.

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • 2D Selective Gaussian Blur

    - by Joshua Thomas
    I am attempting to use Gaussian blur on a 2D platform game, selectively blurring specific types of platforms with different amounts. I am currently just messing around with simple test code, trying to get it to work correctly. What I need to eventually do is create three separate render targets, leave one normal, blur one slightly, and blur the last heavily, then recombine on the screen. Where I am now is I have successfully drawn into a new render target and performed the gaussian blur on it, but when I draw it back to the screen everything is purple aside from the platforms I drew to the target. This is my .fx file: #define RADIUS 7 #define KERNEL_SIZE (RADIUS * 2 + 1) //----------------------------------------------------------------------------- // Globals. //----------------------------------------------------------------------------- float weights[KERNEL_SIZE]; float2 offsets[KERNEL_SIZE]; //----------------------------------------------------------------------------- // Textures. //----------------------------------------------------------------------------- texture colorMapTexture; sampler2D colorMap = sampler_state { Texture = <colorMapTexture>; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; //----------------------------------------------------------------------------- // Pixel Shaders. //----------------------------------------------------------------------------- float4 PS_GaussianBlur(float2 texCoord : TEXCOORD) : COLOR0 { float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); for (int i = 0; i < KERNEL_SIZE; ++i) color += tex2D(colorMap, texCoord + offsets[i]) * weights[i]; return color; } //----------------------------------------------------------------------------- // Techniques. //----------------------------------------------------------------------------- technique GaussianBlur { pass { PixelShader = compile ps_2_0 PS_GaussianBlur(); } } This is the code I'm using for the gaussian blur: public Texture2D PerformGaussianBlur(Texture2D srcTexture, RenderTarget2D renderTarget1, RenderTarget2D renderTarget2, SpriteBatch spriteBatch) { if (effect == null) throw new InvalidOperationException("GaussianBlur.fx effect not loaded."); Texture2D outputTexture = null; Rectangle srcRect = new Rectangle(0, 0, srcTexture.Width, srcTexture.Height); Rectangle destRect1 = new Rectangle(0, 0, renderTarget1.Width, renderTarget1.Height); Rectangle destRect2 = new Rectangle(0, 0, renderTarget2.Width, renderTarget2.Height); // Perform horizontal Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget1); effect.CurrentTechnique = effect.Techniques["GaussianBlur"]; effect.Parameters["weights"].SetValue(kernel); effect.Parameters["colorMapTexture"].SetValue(srcTexture); effect.Parameters["offsets"].SetValue(offsetsHoriz); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(srcTexture, destRect1, Color.White); spriteBatch.End(); // Perform vertical Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget2); outputTexture = (Texture2D)renderTarget1; effect.Parameters["colorMapTexture"].SetValue(outputTexture); effect.Parameters["offsets"].SetValue(offsetsVert); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(outputTexture, destRect2, Color.White); spriteBatch.End(); // Return the Gaussian blurred texture. game.GraphicsDevice.SetRenderTarget(null); outputTexture = (Texture2D)renderTarget2; return outputTexture; } And this is the draw method affected: public void Draw(SpriteBatch spriteBatch) { device.SetRenderTarget(maxBlur); spriteBatch.Begin(); foreach (Brick brick in blueBricks) brick.Draw(spriteBatch); spriteBatch.End(); blue = gBlur.PerformGaussianBlur((Texture2D) maxBlur, helperTarget, maxBlur, spriteBatch); spriteBatch.Begin(); device.SetRenderTarget(null); foreach (Brick brick in redBricks) brick.Draw(spriteBatch); foreach (Brick brick in greenBricks) brick.Draw(spriteBatch); spriteBatch.Draw(blue, new Rectangle(0, 0, blue.Width, blue.Height), Color.White); foreach (Brick brick in purpleBricks) brick.Draw(spriteBatch); spriteBatch.End(); } I'm sorry about the massive brick of text and images(or not....new user, I tried, it said no), but I wanted to get my problem across clearly as I have been searching for an answer to this for quite a while now. As a side note, I have seen the bloom sample. Very well commented, but overly complicated since it deals in 3D; I was unable to take what I needed to learn form it. Thanks for any and all help.

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  • CSM DX11 issues

    - by KaiserJohaan
    I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column major matrices from GLM. The light is looking (-1, -1, -1). The problem I have is twofolds; For some reason, the ground floor is causing alot of (false) shadow artifacts, like the vast shadowed area you see. I confirmed this when I disabled the ground for the depth pass, but thats a hack more than anything else The shadows are inverted compared to the shadowmap. If you squint you can see the chairs shadows should be mirrored instead. This is the first cascade shadow map, in range of the alien and the chair: I can't figure out why this is. This is the depth pass: for (uint32_t cascadeIndex = 0; cascadeIndex < NUM_SHADOWMAP_CASCADES; cascadeIndex++) { mShadowmap.BindDepthView(context, cascadeIndex); CameraFrustrum cameraFrustrum = CalculateCameraFrustrum(degreesFOV, aspectRatio, nearDistArr[cascadeIndex], farDistArr[cascadeIndex], cameraViewMatrix); lightVPMatrices[cascadeIndex] = CreateDirLightVPMatrix(cameraFrustrum, lightDir); mVertexTransformPass.RenderMeshes(context, renderQueue, meshes, lightVPMatrices[cascadeIndex]); lightVPMatrices[cascadeIndex] = gBiasMatrix * lightVPMatrices[cascadeIndex]; farDistArr[cascadeIndex] = -farDistArr[cascadeIndex]; } CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix) { CameraFrustrum ret = { Vec4(1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, -halfExtents.y, halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; } And this is the pixel shader used for the lighting stage: #define DEPTH_BIAS 0.0005 #define NUM_CASCADES 4 cbuffer DirectionalLightConstants : register(CBUFFER_REGISTER_PIXEL) { float4x4 gSplitVPMatrices[NUM_CASCADES]; float4x4 gCameraViewMatrix; float4 gSplitDistances; float4 gLightColor; float4 gLightDirection; }; Texture2D gPositionTexture : register(TEXTURE_REGISTER_POSITION); Texture2D gDiffuseTexture : register(TEXTURE_REGISTER_DIFFUSE); Texture2D gNormalTexture : register(TEXTURE_REGISTER_NORMAL); Texture2DArray gShadowmap : register(TEXTURE_REGISTER_DEPTH); SamplerComparisonState gShadowmapSampler : register(SAMPLER_REGISTER_DEPTH); float4 ps_main(float4 position : SV_Position) : SV_Target0 { float4 worldPos = gPositionTexture[uint2(position.xy)]; float4 diffuse = gDiffuseTexture[uint2(position.xy)]; float4 normal = gNormalTexture[uint2(position.xy)]; float4 camPos = mul(gCameraViewMatrix, worldPos); uint index = 3; if (camPos.z > gSplitDistances.x) index = 0; else if (camPos.z > gSplitDistances.y) index = 1; else if (camPos.z > gSplitDistances.z) index = 2; float3 projCoords = (float3)mul(gSplitVPMatrices[index], worldPos); float viewDepth = projCoords.z - DEPTH_BIAS; projCoords.z = float(index); float visibilty = gShadowmap.SampleCmpLevelZero(gShadowmapSampler, projCoords, viewDepth); float angleNormal = clamp(dot(normal, gLightDirection), 0, 1); return visibilty * diffuse * angleNormal * gLightColor; } As you can see I am using depth bias and a bias matrix. Any hints on why this behaves so wierdly?

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  • Win32 and Win64 programming in C sources?

    - by Nick Rosencrantz
    I'm learning OpenGL with C and that makes me include the windows.h file in my project. I'd like to look at some more specific windows functions and I wonder if you can cite some good sources for learning the basics of Win32 and Win64 programming in C (or C++). I use MS Visual C++ and I prefer to stick with C even though much of the Windows API seems to be C++. I'd like my program to be portable and using some platform-indepedent graphics library like OpenGL I could make my program portable with some slight changes for window management. Could you direct me with some pointers to books or www links where I can find more info? I've already studied the OpenGL red book and the C programming language, what I'm looking for is the platform-dependent stuff and how to handle that since I run both Linux and Windows where I find the development environment Visual Studio is pretty good but the debugger gdb is not available on windows so it's a trade off which environment i'll choose in the end - Linux with gcc or Windows with MSVC. Here is the program that draws a graphics primitive with some use of windows.h This program is also runnable on Linux without changing the code that actually draws the graphics primitive: #include <windows.h> #include <gl/gl.h> LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM); void EnableOpenGL(HWND hwnd, HDC*, HGLRC*); void DisableOpenGL(HWND, HDC, HGLRC); int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wcex; HWND hwnd; HDC hDC; HGLRC hRC; MSG msg; BOOL bQuit = FALSE; float theta = 0.0f; /* register window class */ wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_OWNDC; wcex.lpfnWndProc = WindowProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wcex.lpszMenuName = NULL; wcex.lpszClassName = "GLSample"; wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);; if (!RegisterClassEx(&wcex)) return 0; /* create main window */ hwnd = CreateWindowEx(0, "GLSample", "OpenGL Sample", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 256, 256, NULL, NULL, hInstance, NULL); ShowWindow(hwnd, nCmdShow); /* enable OpenGL for the window */ EnableOpenGL(hwnd, &hDC, &hRC); /* program main loop */ while (!bQuit) { /* check for messages */ if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { /* handle or dispatch messages */ if (msg.message == WM_QUIT) { bQuit = TRUE; } else { TranslateMessage(&msg); DispatchMessage(&msg); } } else { /* OpenGL animation code goes here */ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glRotatef(theta, 0.0f, 0.0f, 1.0f); glBegin(GL_TRIANGLES); glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(0.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(0.87f, -0.5f); glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(-0.87f, -0.5f); glEnd(); glPopMatrix(); SwapBuffers(hDC); theta += 1.0f; Sleep (1); } } /* shutdown OpenGL */ DisableOpenGL(hwnd, hDC, hRC); /* destroy the window explicitly */ DestroyWindow(hwnd); return msg.wParam; } LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CLOSE: PostQuitMessage(0); break; case WM_DESTROY: return 0; case WM_KEYDOWN: { switch (wParam) { case VK_ESCAPE: PostQuitMessage(0); break; } } break; default: return DefWindowProc(hwnd, uMsg, wParam, lParam); } return 0; } void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC) { PIXELFORMATDESCRIPTOR pfd; int iFormat; /* get the device context (DC) */ *hDC = GetDC(hwnd); /* set the pixel format for the DC */ ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 16; pfd.iLayerType = PFD_MAIN_PLANE; iFormat = ChoosePixelFormat(*hDC, &pfd); SetPixelFormat(*hDC, iFormat, &pfd); /* create and enable the render context (RC) */ *hRC = wglCreateContext(*hDC); wglMakeCurrent(*hDC, *hRC); } void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC) { wglMakeCurrent(NULL, NULL); wglDeleteContext(hRC); ReleaseDC(hwnd, hDC); }

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  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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