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  • DB Interface Design Optimization: Is it better to optimise for Fewer requests of smaller data size?

    - by Overflow
    The prevailing wisdom in webservices/web requests in general is to design your api such that you use as few requests as possible, and that each request returns therefore as much data as is needed In database design, the accepted wisdom is to design your queries to minimise size over the network, as opposed to minimizing the number of queries. They are both remote calls, so what gives?

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  • Recommended formats to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • Ubuntu 3D does not work on Dell system with a AMD Radeon HD 6470M

    - by VeeKay
    I am running 64 bit Ubuntu on Dell with 1GB graphic card. I login with "Ubuntu" hoping to see Unity 3d but it doesn't. Unity 2D runs instead. when I type in echo "$DESKTOP_SESSION" it confirms the Unity-2D. I've checked the System info that shows like : The graphics row shows itself as empty. SO I've presumed that the graphic drivers aren't detected and hence I went to Unity- Additional Drivers and installed the fglrx driver that the UI has suggested. Even after installing so, the graphics part in System info details shows nothing and still Unity 2D runs in spite of all the effort. Please help! How can I get my Unity 3D back? Hardware Info Video Card : AMD Radeon™ HD 6470M - 1GB (For ICC) RAM : 6GB (1 X 2GB + 1 X 4GB) 2 DIMM DDR3 1333Mhz OS : 64 bit Ubuntu 11.10 Edit : Output for /usr/lib/nux/unity_support_test -p X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 155 (GLX) Minor opcode of failed request: 19 (X_GLXQueryServerString) Serial number of failed request: 21 Current serial number in output stream: 21

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  • Shader compile log depending on hardware

    - by dreta
    I'm done with the core of my graphics engine and I'm testing it on every platform I can get my hands on. Now, what I noticed is that different drivers return different shader and program compile log content. For example, on my friend's laptop if you successfuly compile a shader then the log is simply empty. However on my PC I get some useful information along with it. So if I compile a vertex shader, I'll get: Vertex shader was successfully compiled to run on hardware. Which isn't that impressive, but is what happens when I compile a program. On my friend's computer the log is empty, since the program compiles. However on my own computer I get: Vertex shader(s) linked, fragment shader(s) linked. Which is awesome, because I'm attaching a geometry shader with 0 (I have a geometry shader file with trash, so it doesn't compile and the pointer is set to 0), and the compiler just tells me which shaders linked. Now it got me thinking, if I was going to buy a graphics card, is there a way for me to get the information about whether or not I'll get this "extended" compile information? Maybe it's vendor specific? Now I don't expect an answer TBH, this seems a bit obscure, but maybe somebody has any experience with this and could post it.

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  • Which powerful laptop, with UK keyboard and 8gb ram

    - by RobinL
    I've been searching high and low for high spec laptops compatible with Ubuntu. The lack of coherent information on the topic is high (considering the number of people who apparently want a good laptop with an OS operating system). So I thought you may have some advice. My requirements: a) has = 8Gb ram b) is compatible with Ubuntu c) has a UK keyboard and charger d) does not cost the Earth Which would you go for? Does anyone have good experience with high-end laptops running Ubuntu? So here's some background research: Samsung Series 7 looks great, but has various problems on Ubuntu, including: poor battery life, touchpad does not work, graphics card not fully supported and sucks power when it does (see [here] and [here], for example). Other options on the [wish list] include: the sensible [Acer] (possibly n.1 choice, but not sure about graphics card compatibility or battery), a nice looking [HP Pavilion dv6-6c56ea], which also has incompatibility issues (see [here] and [here] and check ubuntuforums) And another [Acer] which may be best due to its simplicity and cheapness. Other sub-questions: didn't Dell offer Ubuntu support for decent laptops (above 6Gb ram their offerings are scarce); what about pre-installed options such as those provided by System76? If it weren't for the UK keyboard and charger, I'd probably go for this [amazing-looking] [machine]. Many thanks for any advice, P.s. Apologies for lack of hyperlinks; I'm a noob so only allowed 2 :( All 10 links are available here though for the interested reader :) Robin

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  • Ubuntu 13.04 can only work in recovery mode

    - by zhangyangyu
    I have just updated my 12.10 to 13.04. Everything is updated. But I can only boot to a black screen. I mean after the GRUB interface and purple screen. And I can hear the voice of the password interface. But it is only the black screen. It all works OK in 12.10. But it can work in the recovery mode. I mean go into the recovery mode and choose resume. And then everything is OK. But when loading kernel, the screen is dirty. I don't know why and I have Googled a lot. But no resolutions works. My graphics card is Intel GMA HD 4000, tested as VESA: Intel® Sandybridge/Ivybridge Graphics. I have been trapped in this for a whole day. I do need help. Hope someone can help me. By the way, the kernel is 3.8.0-19 if it helps.

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  • Ubuntu 12.04 fresh install wont boot up

    - by user147220
    im running ubuntu 12.04 and it refuses to boot up. the screen will come on for a second, the mosue will appear, then itll go black again all inside about 3 seconds. i let it just do that for a while and eventually a window popped up saying i had a display issue. I didn't have a mouse but there was a button saying "ok" at the bottom that i couldnt click on. i hit enter, got through that screen, now im looking at another that says "What would you like to do?" - run in low-graphics mode for just one session - reconfigure graphics - troubleshoot the error - exit to console login then two buttons, cancel, and ok. I dont have a mouse and its not letting me navigate between these options with tab. firstly, if i make it through these windows will it get me into the computer so i can try and fix whats going on? also, whats going on here? also, how can i click on these buttons without the use of tab or a mouse?

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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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  • design of 'game engine' for small javascript games?

    - by Matt Ball
    I'm making a group of two or three simple javascript games for fun. After someone finishes one game, they'll be presented with a harder or easier version of another game depending on whether the original game was won or lost. I have a high-level question about the design of things: So far I've created a class for one game type that manages the interaction with the UI and the state of the game itself. But for tracking how many of the subgames have been won, or for understanding whether the next game presented should be more or less difficult, are there arguments to be made for making a 'game engine' class? How does the engine communicate to the games? For instance, when a game is won, how is that information relayed to the engine? Is there a better or more common design? (If you want to see what I have so far, the games are slowly taking shape here: https://github.com/yosemitebandit/candela and can be viewed at http://yosemitebandit.com/candela)

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  • Book Review: Professional ASP.NET Design Patterns by Scott Millett

    - by Sam Abraham
    In the next few lines, I will be providing a brief review of Wrox’s Professional ASP.NET Design Patterns by Scott Millett. Design patterns have been a hot topic for many years as developers looked to do more with less, re-use as much code as possible by creating common libraries, as well as make their code easier to understand, extend and collaborate on. Scott Millett’s book covered classic and emerging patterns in a practical presentation that demonstrated with thorough examples how to put each pattern to use in the context of multi-tiered ASP.NET applications. The author’s unique approach and content earned him much kudos in the foreword by Scott Hanselman as well as online reviews. The book has 14 chapters of which 5 are dedicated to a comprehensive case study. Patterns covered therein include S.O.L.I.D, Gang of Four (GoF) as well as Martin Fowler’s Patterns of Enterprise Applications. Many thanks to the Wiley/Wrox User Group Program for their support of our West Palm Beach Developers’ Group. Best regards, --Sam You can access my reviews of books I recently read: Professional WCF 4.0 Inside Windows Communication Foundation Inside Microsoft SQL Server 2008 series

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  • Google I/O 2010 - Android UI design patterns

    Google I/O 2010 - Android UI design patterns Google I/O 2010 - Android UI design patterns Android 201 Chris Nesladek, German Bauer, Richard Fulcher, Christian Robertson, Jim Palmer In this session, the Android User Experience team will show the types of patterns you can use to build a great Android application. We'll cover things like how to use Interactive Titlebars, Quick Contacts, and Bottom bars as well some new patterns which will get an I/O-only preview. The team will be also available for a no holds barred Q&A session. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 6 0 ratings Time: 58:42 More in Science & Technology

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  • La première beta de Ubuntu 10.04 LTS est sortie : nouveau design, nouveau kernel, nouveaux logiciels

    La beta 1 de Ubuntu 10.04 LTS est sortie Nouveau design, nouveau kernel, nouveaux logiciels Fini le marron dans Ubuntu. Le choc est rude, certes. Mais la première beta de la mouture 10.04 de l'OS consolera les nostalgique de l'ancien design de la distribution Linux (certainement) la plus connue au monde. Bien qu'il ne s'agisse que de la première beta, Lucid Lynx propose en effet déjà plusieurs nouveautés majeures. Sous le capot, on trouve par exemple le kernel 2.6.32 de Linux, Gnome 2.30 et une prise en charge améliorée des cartes graphiques NVIDIA. Coté logiciel, Ubuntu 10.04 propose notamment OpenOffice.org 3.2.0 (la suite bureautique de Su...

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  • Photoshop Elements 9 VS Paintshop Photo Pro X3 For Web Design

    - by Brian
    I need a good image creation program for web design. I have downloaded both Elements 9 and Paintshop X3. So far I have found them both to be great programs. X3 seems like it has a lot of features, Elements seems like it's quite easy and stable to use. I think I'm going to go with Elements, but I wanted to get other opinions. Which program do you guys like better overall? What things do you think they lack for image creation/editing pertaining to web design, or what features do they have that are great for it? Thanks!

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  • Design pattern and best practices

    - by insane-36
    I am an iphone developer. I am quite confident on developing iphone application with some minimal feature. I would consider myself as a fair application developer but the code I write is not so much structured. I make vey little use of MVC because I dont seem to find places to impose MVC. Most of the time, I create application with viewcontrollers and very few models only. How could I improve the skill for making my code more reusable, standard, easy and maintainable. I have seen few books on design patterns and tried few chapters myself but I dont seem to skip my habit. I know few of them but I am not being able to apply those patterns into my app. What is the best way to learn the design patterns and coding habit. Any kind of suggestion is warmly welcomed.

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  • Best design for a memory resident tool

    - by Andrew S.
    I apologize if this tends more toward design that programming, but here goes. What design would you recommend for a database that is Memory resident Must run on windows, linux and (at a stretch) the mac Accept multiple queries simultaneously Have minimum overhead, since a search is expected to take <0.25s This program implements a domain-specific search. Think of it as a database, but one that takes advantage of domain specific information to outperform a convential database search (for example, with custom oracle indexing). We have a custom data structure for our data. Our protoype is a simple exe that constructs the database in memory each time it is run. We were thinking that perhaps this program would suffice, but augmented with sockets so it can listen for queries. This database will be static. Its contents will change infrequently. We expect queries, and the solution, to be delivered via a web service.

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  • Virtualized data centre&ndash;Part four: The design

    - by marc dekeyser
    Welcome back to the fourth post in this series! Today we will have a look at what Microsoft recommends as a “private cloud design” and what I will make of it. Whilst my own solution is based of the reference architecture, it is quite different indeed! An important thing to know is that, whilst I am using the private cloud as a reference, I am skipping most of the steps in designing a private cloud. If that is why you are here, please read the links at the end of the article and skim through my own content. A private cloud is much more process driven than just building a virtual infrastructure… The architecture of it all… So imagine for a minute that you have unlimited funds to build this lab of yours… You’d want redundancy on all levels and separation of each network where possible! Unfortunately we don’t have that luxury and, as you saw me hinting at in the previous article, our own design will be more limited but still quite capable! Networking From the networking perspective I will not have a fully redundant network, after all, this is but a lab environment! Thanks to Server 2012 I will be able to use bonding on my NIC’s and use LACP to improve the performance on that part. Storage As I mentioned in the previous article a Synology DS1218+ will be used for iSCSI provisioning. This device has 2 NICs on-board which can be bonded in to one 2 Gbps interface giving me a decent throughput and making the disks the most limiting factor in the storage design. Domain controllers and extra infrastructure Server 2012 completely supports running domain controllers virtualized and has no need to actually have a reachable DC when booting… That being said I need a remote access machine to power on the hosts (I have no need for them running 24/7) and a possible System Center VMM 2012 box (although server 2012 is not supported until SP1 :( ). Undecided on if I am to install those boxes separately or as a virtual machine… Which amounts to… Something like this pretty picture!                   Sources Microsoft Private Cloud Solutions Repository (en-US) http://social.technet.microsoft.com/wiki/contents/articles/12131.microsoft-private-cloud-solutions-repository-en-us.aspx Reference  Architecture: http://social.technet.microsoft.com/wiki/contents/articles/3819.reference-architecture-for-private-cloud.aspx Private Cloud Reference Model: http://social.technet.microsoft.com/wiki/contents/articles/4399.private-cloud-reference-model.aspx

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  • Windows Phone 7 Design Template

    Expression Blend is a wonderful design environment for WP7 (Windows Phone 7) but for quickly visualizing a concept nothing beats Illustrator! I am excited about WP7 and decided that having a solid .ai template would prove invaluable. Some of the details of the WP7 UI Design and Interaction Guide are a bit fuzzy (literally) but I was able to generate some useful layout guides, character styles, and symbols. While the template does not cover every aspect of the guide I think it is a good launching point; if you find it useful and extend it please share your updates (I created the template in CS4, if you have problems in earlier versions let me know).Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Author's work and copyright. in UI design

    - by c-smile
    Typical situation in UI design: you do design of some UI and, say, came up with some bright new idea like "ribbon" or "kinetic scroll past end". What would be the strategy about such thing? Register patent, don't like it, but anyway would like to ask: how long it takes to do all this stuff and how much it will cost in average? If to forget about patents, will the idea have something like "prior art" status or some such if someone will try to patent this in future? All this about project / product published by solo developer.

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  • PeopleSoft New Design Solves Navigation Problem

    - by Applications User Experience
    Anna Budovsky, User Experience Principal Designer, Applications User Experience In PeopleSoft we strive to improve User Experience on all levels. Simplifying navigation and streamlining access to the most important pages is always an important goal. No one likes to waste time waiting for pages to load and watching a spinning glass going on and on. Those performance-affecting server trips, page-load waits and just-too-many clicks were complained about for a long time. Something had to be done. A few new designs came in PeopleSoft 9.2 helping users to access their everyday work areas easier and faster. For example, Dashboard and Work Center aggregate most accessed information sections on a single page; Related Information allows users to complete transaction-related-research without interrupting a transaction and Secure Search gets users to a specific page directly. Today we’ll talk about the Actions menu. Most PeopleSoft pages are shared between individual products and product lines. It means changing the content on a single page involves Oracle development and quality assurance time for making and testing the changes. In order to streamline the navigation and cut down on accessing PeopleSoft pages one-page-at-a-time, we introduced a new menu design. The new menu allows accessing shared pages without the Oracle development team making any local changes, and it works as an additional one-click-path to specific high-traffic actionable pages. Let’s look at how many steps it took to Change Salary for an employee in HCM 9.1 before: Figure 1. BEFORE: The 6 steps a user would take to Change Salary in PeopleSoft HCM 9.1 In PeopleSoft 9.1 it took 5 steps + page loading time + additional verification time for making sure a correct employee is selected from the table. In PeopleSoft 9.2 it only takes 2 steps. To complete Ad Hoc Change Salary action, the user can start from the HCM Manager's Dashboard, click the Action menu within a table, choose a menu option, and access a correct employee’s details page to take an action. Figure 2. AFTER: The 2 steps a user would take to Change Salary in PeopleSoft HCM 9.2 The new menu is placed on a row level which ensures the user accesses the correct employee’s details page. The Actions menu separates menu options into hierarchical sections which help to scan and access the correct option quickly. The new menu’s small size and its structure enabled users to access high-traffic pages from any page and from any part of the page. No more spinning hourglass, no more multiple pages upload. The flexible design fits anywhere on a page and provides a fast and reliable path to the correct destination within the product. Now users can: Access any target page no matter how far it is buried from the starting point; Reduce navigation and page-load time; Improve productivity and reduce errors. The new menu design is available and widely used in all PeopleSoft 9.2 product lines.

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