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  • cuda/thrust: Trying to sort_by_key 2.8GB of data in 6GB of gpu RAM throws bad_alloc

    - by Sven K
    I have just started using thrust and one of the biggest issues I have so far is that there seems to be no documentation as to how much memory operations require. So I am not sure why the code below is throwing bad_alloc when trying to sort (before the sorting I still have 50% of GPU memory available, and I have 70GB of RAM available on the CPU)--can anyone shed some light on this? #include <thrust/device_vector.h> #include <thrust/sort.h> #include <thrust/random.h> void initialize_data(thrust::device_vector<uint64_t>& data) { thrust::fill(data.begin(), data.end(), 10); } #define BUFFERS 3 int main(void) { size_t N = 120 * 1024 * 1024; char line[256]; try { std::cout << "device_vector" << std::endl; typedef thrust::device_vector<uint64_t> vec64_t; // Each buffer is 900MB vec64_t c[3] = {vec64_t(N), vec64_t(N), vec64_t(N)}; initialize_data(c[0]); initialize_data(c[1]); initialize_data(c[2]); std::cout << "initialize_data finished... Press enter"; std::cin.getline(line, 0); // nvidia-smi reports 48% memory usage at this point (2959MB of // 6143MB) std::cout << "sort_by_key col 0" << std::endl; // throws bad_alloc thrust::sort_by_key(c[0].begin(), c[0].end(), thrust::make_zip_iterator(thrust::make_tuple(c[1].begin(), c[2].begin()))); std::cout << "sort_by_key col 1" << std::endl; thrust::sort_by_key(c[1].begin(), c[1].end(), thrust::make_zip_iterator(thrust::make_tuple(c[0].begin(), c[2].begin()))); } catch(thrust::system_error &e) { std::cerr << "Error: " << e.what() << std::endl; exit(-1); } return 0; }

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  • thrust::unique_by_key eating up last element

    - by Programmer
    Please consider the below simple code: thrust::device_vector<int> positions(6); thrust::sequence(positions.begin(), positions.end()); thrust::pair<thrust::device_vector<int>::iterator, thrust::device_vector<int>::iterator > end; //copyListOfNgramCounteachdoc contains: 0,1,1,1,1,3 end.first = copyListOfNgramCounteachdoc.begin(); end.second = positions.begin(); for(int i =0 ; i < numDocs; i++){ end= thrust::unique_by_key(end.first, end.first + 3,end.second); } int length = end.first - copyListOfNgramCounteachdoc.begin() ; cout<<"the value of end -s is: "<<length; for(int i =0 ; i< length ; i++){ cout<<copyListOfNgramCounteachdoc[i]; } I expected the output to be 0,1,1,3 of this code; however, the output is 0,1,1. Can anyone let me know what I am missing? Note: the contents of copyListOfNgramCounteachdoc is 0,1,1,1,1,3 . Also the type of copyListOfNgramCounteachdoc is thrust::device_vector<int>.

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  • Calling handwritten CUDA kernel with thrust

    - by macs
    Hi, since i needed to sort large arrays of numbers with CUDA, i came along with using thrust. So far, so good...but what when i want to call a "handwritten" kernel, having a thrust::host_vector containing the data? My approach was (backcopy is missing): int CUDA_CountAndAdd_Kernel(thrust::host_vector<float> *samples, thrust::host_vector<int> *counts, int n) { thrust::device_ptr<float> dSamples = thrust::device_malloc<float>(n); thrust::copy(samples->begin(), samples->end(), dSamples); thrust::device_ptr<int> dCounts = thrust::device_malloc<int>(n); thrust::copy(counts->begin(), counts->end(), dCounts); float *dSamples_raw = thrust::raw_pointer_cast(dSamples); int *dCounts_raw = thrust::raw_pointer_cast(dCounts); CUDA_CountAndAdd_Kernel<<<1, n>>>(dSamples_raw, dCounts_raw); thrust::device_free(dCounts); thrust::device_free(dSamples); } The kernel looks like: __global__ void CUDA_CountAndAdd_Kernel_Device(float *samples, int *counts) But compilation fails with: error: argument of type "float **" is incompatible with parameter of type "thrust::host_vector *" Huh?! I thought i was giving float and int raw-pointers? Or am i missing something?

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  • Optimize CUDA with Thrust in a loop

    - by macs
    Given the following piece of code, generating a kind of code dictionary with CUDA using thrust (C++ template library for CUDA): thrust::device_vector<float> dCodes(codes->begin(), codes->end()); thrust::device_vector<int> dCounts(counts->begin(), counts->end()); thrust::device_vector<int> newCounts(counts->size()); for (int i = 0; i < dCodes.size(); i++) { float code = dCodes[i]; int count = thrust::count(dCodes.begin(), dCodes.end(), code); newCounts[i] = dCounts[i] + count; //Had we already a count in one of the last runs? if (dCounts[i] > 0) { newCounts[i]--; } //Remove thrust::detail::normal_iterator<thrust::device_ptr<float> > newEnd = thrust::remove(dCodes.begin()+i+1, dCodes.end(), code); int dist = thrust::distance(dCodes.begin(), newEnd); dCodes.resize(dist); newCounts.resize(dist); } codes->resize(dCodes.size()); counts->resize(newCounts.size()); thrust::copy(dCodes.begin(), dCodes.end(), codes->begin()); thrust::copy(newCounts.begin(), newCounts.end(), counts->begin()); The problem is, that i've noticed multiple copies of 4 bytes, by using CUDA visual profiler. IMO this is generated by The loop counter i float code, int count and dist Every access to i and the variables noted above This seems to slow down everything (sequential copying of 4 bytes is no fun...). So, how i'm telling thrust, that these variables shall be handled on the device? Or are they already? Using thrust::device_ptr seems not sufficient for me, because i'm not sure whether the for loop around runs on host or on device (which could also be another reason for the slowliness).

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  • How to implement HeightMap smoothing using Thrust

    - by igal k
    I'm trying to implement height map smoothing using Thrust. Let's say I have a big array ( around 1 million floats). A known graphics algorithm to implement the above problem is to calculate the average around a given cell. If for example I need to calculate the value at a given cell[i,j] what I will basically do is: cell[i,j] = cell[i-1,j-1] + cell[i-1,j] + cell[i-1,j+1] + cell[i,j-1] + cell[i,j+1] + cell[i+1,j -1] + cell[i+1,j] + cell[i+1,j+1] cell[i,j] /=9 That's the CPU code. Is there a way to implement it using thrust? I know that I could use the transform algorithm. But I'm not sure it's correct to access different cells which are occupied but different threads (banks conflicts and so on).

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  • Sorting by key > 10 integer sequences. with thrust

    - by smilingbuddha
    I want to perform a sort_by_key where I have a single key-sequence and multiple value sequences. One usually performs this with sort_by_key( key, key + N, make_zip_iterator( make_tuple(x1 , x2 , ...) ) ) However I want to perform a sort with 10 sequences each of length N. Thrust does not support tuples of size = 10. So is there a way around this ? Of course one can keep a separate copy of the key vector and perform sorts on bunches of 10 sequences. But I would like to do everything in a single call.

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  • Modular spaceship control

    - by SSS
    I am developing a physics based game with spaceships. A spaceship is constructed from circles connected by joints. Some of the circles have engines attached. Engines can rotate around the center of circle and create thrust. I want to be able to move the ship in a direction or rotate around a point by setting the rotation and thrust for each of the ship's engines. How can I find the rotation and thrust needed for each engine to achieve this?

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  • Creating .lib files in CUDA Toolkit 5

    - by user1683586
    I am taking my first faltering steps with CUDA Toolkit 5.0 RC using VS2010. Separate compilation has me confused. I tried to set up a project as a Static Library (.lib), but when I try to build it, it does not create a device-link.obj and I don't understand why. For instance, there are 2 files: A caller function that uses a function f #include "thrust\host_vector.h" #include "thrust\device_vector.h" using namespace thrust::placeholders; extern __device__ double f(double x); struct f_func { __device__ double operator()(const double& x) const { return f(x); } }; void test(const int len, double * data, double * res) { thrust::device_vector<double> d_data(data, data + len); thrust::transform(d_data.begin(), d_data.end(), d_data.begin(), f_func()); thrust::copy(d_data.begin(),d_data.end(), res); } And a library file that defines f __device__ double f(double x) { return x+2.0; } If I set the option generate relocatable device code to No, the first file will not compile due to unresolved extern function f. If I set it to -rdc, it will compile, but does not produce a device-link.obj file and so the linker fails. If I put the definition of f into the first file and delete the second it builds successfully, but now it isn't separate compilation anymore. How can I build a static library like this with separate source files? [Updated here] I called the first caller file "caller.cu" and the second "libfn.cu". The compiler lines that VS2010 outputs (which I don't fully understand) are (for caller): nvcc.exe -ccbin "C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin" -I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v5.0\include" -I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v5.0\include" -G --keep-dir "Debug" -maxrregcount=0 --machine 32 --compile -g -D_MBCS -Xcompiler "/EHsc /W3 /nologo /Od /Zi /RTC1 /MDd " -o "Debug\caller.cu.obj" "G:\Test_Linking\caller.cu" -clean and the same for libfn, then: nvcc.exe -gencode=arch=compute_20,code=\"sm_20,compute_20\" --use-local-env --cl-version 2010 -ccbin "C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin" -rdc=true -I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v5.0\include" -I"C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v5.0\include" -G --keep-dir "Debug" -maxrregcount=0 --machine 32 --compile -g -D_MBCS -Xcompiler "/EHsc /W3 /nologo /Od /Zi /RTC1 /MDd " -o "Debug\caller.cu.obj" "G:\Test_Linking\caller.cu" and again for libfn.

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  • Predicted target location

    - by user3256944
    I'm having an issue with calculating the predicted linear angle a projectile needs to move in to intersect a moving enemy ship for my 2D game. I've tried following the document here, but what I've have come up with is simply awful. protected Vector2 GetPredictedPosition(float angleToEnemy, ShipCompartment origin, ShipCompartment target) { // Below obviously won't compile (document wants a Vector, not sure how to get that from a single float?) Vector2 velocity = target.Thrust - 25f; // Closing velocity (25 is example projectile velocity) Vector2 distance = target.Position - origin.Position; // Range to close double time = distance.Length() / velocity.Length(); // Time // Garbage code, doesn't compile, this method is incorrect return target.Position + (target.Thrust * time); } I would be grateful if the community can help point out how this is done correctly.

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  • 2d trajectory planning of a spaceship with physics.

    - by egarcia
    I'm implementing a 2D game with ships in space. In order to do it, I'm using LÖVE, which wraps Box2D with Lua. But I believe that my question can be answered by anyone with a greater understanding of physics than myself - so pseudo code is accepted as a response. My problem is that I don't know how to move my spaceships properly on a 2D physics-enabled world. More concretely: A ship of mass m is located at an initial position {x, y}. It has an initial velocity vector of {vx, vy} (can be {0,0}). The objective is a point in {xo,yo}. The ship has to reach the objective having a velocity of {vxo, vyo} (or near it), following the shortest trajectory. There's a function called update(dt) that is called frequently (i.e. 30 times per second). On this function, the ship can modify its position and trajectory, by applying "impulses" to itself. The magnitude of the impulses is binary: you can either apply it in a given direction, or not to apply it at all). In code, it looks like this: def Ship:update(dt) m = self:getMass() x,y = self:getPosition() vx,vy = self.getLinearVelocity() xo,yo = self:getTargetPosition() vxo,vyo = self:getTargetVelocity() thrust = self:getThrust() if(???) angle = ??? self:applyImpulse(math.sin(angle)*thrust, math.cos(angle)*thrust)) end end The first ??? is there to indicate that in some occasions (I guess) it would be better to "not to impulse" and leave the ship "drift". The second ??? part consists on how to calculate the impulse angle on a given dt. We are in space, so we can ignore things like air friction. Although it would be very nice, I'm not looking for someone to code this for me; I put the code there so my problem is clearly understood. What I need is an strategy - a way of attacking this. I know some basic physics, but I'm no expert. For example, does this problem have a name? That sort of thing. Thanks a lot.

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  • How to control a spaceship near a planet in Unity3D?

    - by tyjkenn
    Right now I have spaceship orbiting a small planet. I'm trying to make an effective control system for that spaceship, but it always end up spinning out of control. After spinning the ship to change direction, the thrusters thrust the wrong way. Normal airplane controls don't work, since the ship is able to leave the atmosphere and go to other planets, in the journey going "upside-down". Could someone please enlighten me on how to get thrusters to work the way they are supposed to?

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  • Manchester UG Presentation Video

    In July I was invited to speak at the UK SQL Server UG event in Manchester.  I spoke about Excel being a good data mining client.  I was a little rushed at the end as Chris Testa-ONeill told me I had only 5 minutes to go when I had only been talking for 10 minutes.  Apparently I have a reputation for running over my time allocation.  At the event we also had a product demo from SQL Sentry around their BI monitoring dashboard solution.  This includes SSIS but the main thrust was SSAS Then came Chris with a look at Analysis Services.  If you have never heard Chris talk then take the opportunity now, he is a top class presenter and I am often found sat at the back of his classes. Here is the video link

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  • Manchester UG Presentation Video

    In July I was invited to speak at the UK SQL Server UG event in Manchester.  I spoke about Excel being a good data mining client.  I was a little rushed at the end as Chris Testa-ONeill told me I had only 5 minutes to go when I had only been talking for 10 minutes.  Apparently I have a reputation for running over my time allocation.  At the event we also had a product demo from SQL Sentry around their BI monitoring dashboard solution.  This includes SSIS but the main thrust was SSAS Then came Chris with a look at Analysis Services.  If you have never heard Chris talk then take the opportunity now, he is a top class presenter and I am often found sat at the back of his classes. Here is the video link

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  • Simulating an object floating on water

    - by Aaron M
    I'm working on a top down fishing game. I want to implement some physics and collision detection regarding the boat moving around the lake. I would like for be able to implement thrust from either the main motor or trolling motor, the effect of wind on the object, and the drag of the water on the object. I've been looking at the farseer physics engine, but not having any experience using a physics engine, I am not quite sure that farseer is suitable for this type of thing(Most of the demos seem to be the application of gravity to a vertical top/down type model). Would the farseer engine be suitable? or would a different engine be more suitable?

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  • How can I selectively update XNA GameComponents?

    - by Bill
    I have a small 2D game I'm working on in XNA. So far, I have a player-controlled ship that operates on vector thrust and is terribly fun to spin around in circles. I've implemented this as a DrawableGameComponent and registered it with the game using game.Components.Add(this) in the Ship object constructor. How can I implement features like pausing and a menu system with my current implementation? Is it possible to set certain GameComponents to not update? Is this something for which I should even be using a DrawableGameComponent? If not, what are more appropriate uses for this?

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  • How can I factor momentum into my space sim?

    - by Josh Petite
    I am trying my hand at creating a simple 2d physics engine right now, and I'm running into some problems figuring out how to incorporate momentum into movement of a spaceship. If I am moving in a given direction at a certain velocity, I am able to currently update the position of my ship easily (Position += Direction * Velocity). However, if the ship rotates at all, and I recalculate the direction (based on the new angle the ship is facing), and accelerate in that direction, how can I take momentum into account to alter the "line" that the ship travels? Currently the ship changes direction instantaneously and continues at its current velocity in that new direction when I press the thrust button. I want it to be a more gradual turning motion so as to give the impression that the ship itself has some mass. If there is already a nice post on this topic I apologize, but nothing came up in my searches. Let me know if any more information is needed, but I'm hoping someone can easily tell me how I can throw mass * velocity into my game loop update.

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  • The ship "shudders" in scrolling Asteroids

    - by Ciaran
    In my Asteroids game the user can scroll through space. When scrolling, the ship is drawn in the centre of the window. I use interpolation. I scroll the window uing glOrtho, centering it around the centre of the ship. On my first machine (7 years old, Windows XP, NVIDIA), I am doing 50 updates and 76 frames per second. This is smooth. My other machine an old compaq laptop (Pentium III) with Linux and Radeon OpenGL driver delivers 50 updates and 30 frames per second. The ship regularly seems to "shudder" back and forth when at maximum thrust. When you position the mouse cursor beside the ship it is obvious that its relative position in the window changes. Also, the stars seem blurred into short "lines". Playing the game in non-scrolling mode, the ship moves within the window, glOrtho is therefore not called repeatedly and there is no problem. I suspect a bug in my positioning of the ship and the window but I have dumped out these values and they seem to only go forward, not forward-back-forward. The driver does support double buffering. I guess if it is my bug I need to slow the frame-rate down to debug properly. My question: is this an obvious driver bug or is the slower machine uncovering a bug in my stuff and if so, some debugging tips would be appreciated. I am drawing in world co-ordinates and letting OpenGL do the scaling and translation so if I had a quick way of verifying what pixel co-ordinates OpenGL produces for the ship centre, that would help clarify this.

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  • How can I set up FakeRAID/SoftRAID using mdadm without losing data?

    - by Danatela
    There is RAID0 of 2 drives connected through Silicon Image 3132 SATA SoftRAID controller. Under Windows it was partitioned as one dynamic GPT-disk having 4 TB NTFS volume. There is a lot of music and movies on the drive. I'm trying to get him to be seen under Ubuntu as a single disk, not as 2 by 2 terabytes. I tried to read it through dmraid, had no success, it is not displayed in /dev/mapper. Also tried to configure the kernel, but did not find anything suspicious, the driver for my controller was on. There is also a driver from the manufacturer, but it is only available for RHEL and SLES. Here it's reported that SoftRAID is supported by the kernel, but apparently not completely. If I thrust drives in the AMD controller, built into the motherboard, the drive is seen as a single, but the data is lost. I know about mdadm that it is able to ditch all the information on the disks. So, is it possible to somehow create an array without actually recording information on used drives and to make the system correctly identify sections on it later? Information about the array: /dev/sdf - Disk 0 /dev/sdg - Disk 1 Array type: Stripe Block Size: 64KB Also, a device /dev/md1 is created using command mknod /dev/md1 b 9 1

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  • As my first professional position should I take it at a start-up or a better known company? [closed]

    - by Carl Carlson
    I am a couple of months removed from graduating with a CS degree and my gpa wasn't very high. But I do have aspirations of becoming a good software developer. Nevertheless I got two job offers recently. One is with a small start-up and the other is with a military contractor. The military contractor asked for my gpa and I gave it to them. The military contracting position is in developing GIS related applications which I was familiar with in an internship. After receiving an offer from the military contractor, I received an offer from the start-up after the start-up asked me how much the offer was from the military contractor. So the pay is even. The start-up would require I be immediately thrust into it with only two other people in the start-up currently and I would have to learn everything on my own. The military contractor has teams and people who know what their doing and would be able to offer me guidance. Seeing as how I have been a couple of months removed from school and need something of a refresher is it better than I just dive into the start-up and diversify what I've learned or be specialized on a particular track? Some more facts about the start-up: It deals with military contracts as well and is in Phase 2 of contracts. It will require I learn a diverse amount of technologies including cyber security, android development, python, javascript, etc. The military contractor will have me learn more C#, refine my Java, do javascript, and GIS related technologies. I might as well come out and say the military contractor is Northrop Grumman and more or less offered me less money than the projected starting salary from online salary calculators. But there is the possibility of bonuses, while the start-up doesn't include the possibility of bonuses. I think benefits for both are relatively the same.

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  • CodePlex Daily Summary for Saturday, February 12, 2011

    CodePlex Daily Summary for Saturday, February 12, 2011Popular ReleasesEnhSim: EnhSim 2.4.0: 2.4.0This release supports WoW patch 4.06 at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 Changes since 2.3.0 - Upd...Sterling Isolated Storage Database with LINQ for Silverlight and Windows Phone 7: Sterling OODB v1.0: Note: use this changeset to download the source example that has been extended to show database generation, backup, and restore in the desktop example. Welcome to the Sterling 1.0 RTM. This version is not backwards-compatible with previous versions of Sterling. Sterling is also available via NuGet. This product has been used and tested in many applications and contains a full suite of unit tests. You can refer to the User's Guide for complete documentation, and use the unit tests as guide...PDF Rider: PDF Rider 0.5.1: Changes from the previous version * Use dynamic layout to better fit text in other languages * Includes French and Spanish localizations Prerequisites * Microsoft Windows Operating Systems (XP - Vista - 7) * Microsoft .NET Framework 3.5 runtime * A PDF rendering software (i.e. Adobe Reader) that can be opened inside Internet Explorer. Installation instructionsChoose one of the following methods: 1. Download and run the "pdfRider0.5.1-setup.exe" (reccomended) 2. Down...Snoop, the WPF Spy Utility: Snoop 2.6.1: This release is a bug fixing release. Most importantly, issues have been seen around WPF 4.0 applications not always showing up in the app chooser. Hopefully, they are fixed now. I thought this issue warranted a minor release since more and more people are going WPF 4.0 and I don't want anyone to have any problems. Dan Hanan also contributes again with several usability features. Thanks Dan! Happy Snooping! p.s. By request, I am also attaching a .zip file ... so that people can install it ...RIBA - Rich Internet Business Application for Silverlight: Preview of MVVM Framework Source + Tutorials: This is a first public release of the MVVM Framework which is part of the final RIBA application. The complete RIBA example LOB application has yet to be published. Further Documentation on the MVVM part can be found on the Blog, http://www.SilverlightBlog.Net and in the downloadable source ( mvvm/doc/ ). Please post all issues and suggestions in the issue tracker.SharePoint Learning Kit: 1.5: SharePoint Learning Kit 1.5 has the following new functionality: *Support for SharePoint 2010 *E-Learning Actions can be localised *Two New Document Library Edit Options *Automatically add the Assignment List Web Part to the Web Part Gallery *Various Bug Fixes for the Drop Box There are 2 downloads for this release SLK-1.5-2010.zip for SharePoint 2010 SLK-1.5-2007.zip for SharePoint 2007 (WSS3 & MOSS 2007)GMare: GMare Alpha 02: Alpha version 2. With fixes detailed in the issue tracker.Facebook C# SDK: 5.0.3 (BETA): This is fourth BETA release of the version 5 branch of the Facebook C# SDK. Remember this is a BETA build. Some things may change or not work exactly as planned. We are absolutely looking for feedback on this release to help us improve the final 5.X.X release. For more information about this release see the following blog posts: Facebook C# SDK - Writing your first Facebook Application Facebook C# SDK v5 Beta Internals Facebook C# SDK V5.0.0 (BETA) Released We have spend time trying ...NodeXL: Network Overview, Discovery and Exploration for Excel: NodeXL Excel Template, version 1.0.1.161: The NodeXL Excel template displays a network graph using edge and vertex lists stored in an Excel 2007 or Excel 2010 workbook. What's NewThis release adds a new Twitter List network importer, makes some minor feature improvements, and fixes a few bugs. See the Complete NodeXL Release History for details. Installation StepsFollow these steps to install and use the template: Download the Zip file. Unzip it into any folder. Use WinZip or a similar program, or just right-click the Zip file...Finestra Virtual Desktops: 1.1: This release adds a few more performance and graphical enhancements to 1.0. Switching desktops is now about as fast as you can blink. Desktop switching optimizations New welcome wizard for Vista/7 Fixed a few minor bugs Added a few more options to the options dialog (including ability to disable the taskbar switching)WCF Data Services Toolkit: WCF Data Services Toolkit: The source code and binary releases of the WCF Data Services Toolkit. For simplicity, the source code download doesn't include any of the MSTest files. If you want those, you can pull the code down via MercurialyoutubeFisher: youtubeFisher 3.0 [beta]: What's new: Video capturing improved Supports YouTube's new layout (january 2011) Internal refactoringNearforums - ASP.NET MVC forum engine: Nearforums v5.0: Version 5.0 of the ASP.NET MVC Forum Engine, containing the following improvements: .NET 4.0 as target framework using ASP.NET MVC 3. All views migrated to Razor for cleaner markup. Alternate template (Layout file) for mobile devices 4 Bug Fixes since Version 4.1 Visit the project Roadmap for more details. Webdeploy package sha1 checksum: 28785b7248052465ea0738a7775e8e8744d84c27fuv: 1.0 release, codename Chopper Joe: features: search/replace :o to open file :s to save file :q to quitASP.NET MVC Project Awesome, jQuery Ajax helpers (controls): 1.7: A rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager html generation optimized new features for the lookup (add additional search data ) live demo went aeroAutoLoL: AutoLoL v1.5.5: AutoChat now allows up to 6 items. Items with nr. 7-0 will be removed! News page url's are now opened in the default browser Added a context menu to the system tray icon (thanks to Alex Banagos) AutoChat now allows configuring the Chat Keys and the Modifier Key The recent files list now supports compact and full mode Fix: Swapped mouse buttons are now properly detected Fix: Sometimes the Play button was pressed while still greyed out Champion: Karma Note: You can also run the u...mojoPortal: 2.3.6.2: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2362-released.aspx Note that we have separate deployment packages for .NET 3.5 and .NET 4.0 The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code. To download the source code see the Source Code Tab I recommend getting the latest source code using TortoiseHG, you can get the source code corresponding to this release here.Rawr: Rawr 4.0.19 Beta: Rawr is now web-based. The link to use Rawr4 is: http://elitistjerks.com/rawr.phpThis is the Cataclysm Beta Release. More details can be found at the following link http://rawr.codeplex.com/Thread/View.aspx?ThreadId=237262 As of the 4.0.16 release, you can now also begin using the new Downloadable WPF version of Rawr!This is a pre-alpha release of the WPF version, there are likely to be a lot of issues. If you have a problem, please follow the Posting Guidelines and put it into the Issue Trac...IronRuby: 1.1.2: IronRuby 1.1.2 is a servicing release that keeps on improving compatibility with Ruby 1.9.2 and includes IronRuby integration to Visual Studio 2010. We decided to drop 1.8.6 compatibility mode in all post-1.0 releases. We recommend using IronRuby 1.0 if you need 1.8.6 compatibility. In this release we fixed several major issues: - problems that blocked Gem installation in certain cases - regex syntax: the parser was replaced with a new one that is much more compatible with Ruby 1.9.2 - cras...MVVM Light Toolkit: MVVM Light Toolkit V3 SP1 (4): There was a small issue with the previous release that caused errors when installing the templates in VS10 Express. This release corrects the error. Only use this if you encountered issues when installing the previous release. No changes in the binaries.New Projects.net Statistics and Probability: z scores, ectAdvanced Lookup: Yet another custom lookup field. Advanced Lookup uses SharePoint 2010 dialog framework and supports Ajax autocomplete. Pop up dialog page could be any custom web part page containing AdvancedLookupDialogWebPart web part which should be connected to any other web parts on the pageBanico ERP: A Silverlight ERP (Enterprise Resource Planning) application.Behavior in Visual Studio 2010 WPF and Silverlight Designer- Support Tool: This tool supports to add the Behavior, Trigger / Action to the Visual Studio 2010 WPF and Silverlight designer.Branch Navigator: This component can be used for navigating to the nearest branch or station. It can be applicable for company’s websites which already have several distributed branches. It is a completely separated module which can be easily removed from or added to the already existing websites.Consejo Guild Site MVC: This is a project for a website for our WoW guild.Cronus: An application that helps keep track of your time. Setup multiple tasks as part of different projects. Includes some basic reporting (summation) functionality.Custom SharePoint List Item Attachments versions: Recently, I am working on a custom requirement to have maintaining own file versions for SPListItem Attachments with one of my engagements. This forced me to have this code published for community to share IP. DashBoardApp: AppDigibiz Advanced Media Picker: The Digibiz Advanced Media Picker (DAMP) can be used to replace the normal media picker in Umbraco because it has a lot of extra features.DnsShell: DnsShell is a Microsoft DNS administration / management module written for PowerShell 2.0. DnsShell is developed in C#.Dragger - Sokoban clone written in C#: Dragger is a sokoban clone written in WinForms C# in 2008 by CrackSoft. Now its source is availableFingering: ??????Full Thrust Logic: This project is aimed at encapsulating the “Full Thrust” (http://www.groundzerogames.net/) starship miniatures rules. This C# business logic library will enable game developers to create games based on these rules at an accelerated pace.jQuery Camera Driver: A jQuery and URL based camera driverLoggingMagic: MSBuild task for adding some logging to your application. Inject calls to Log.Trace at the beginning of each method. Integrates with nlog, log4net or your custom static logger class within your assemblyNBug: NBug is a .NET library created to automate the bug reporting process. It automatically creates and sends: * Bug reports, * Crash reports with minidump, * Error/exception reports with stack trace + ext. info. It can also be set up as a user feedback system (i.e. feature requests).NJHSpotifyEngine: NJHspotifyEngine is a c# wrapper around the Spotify Search API.PragmaSQL: T-SQL script editor with syntax highlighting and lots of other features. Princeton SharePoint User Group CodeShare: Web Parts, script, master pages, and styles used in the creation of the Princeton SharePoint User Group site, located at http://www.princetonsug.com.Reg Explore - Registry editor written in C#: RegExplore is a registry editor written by CrackSoft and released in 2008 It is now made open sourceRegEx TestBed - A regular expression testing tool written in WinForms C#: RegEx TestBed is a regular expression testing tool written in WinForms C# released in 2007 It is now made open source.Soluzione di Single Signon per BPOS: La soluzione di Comedata è in grado di interagire con Active Directory per intercettare le modifiche alla password degli utenti nel dominio locale inserendo la stessa informazione nel sistema remoto Microsoft BpoS (Microsoft Business Productivity Online Standard Suite).syobon: based on opensyobon: http://sf.net/projects/opensyobonTietaaCal: TietaaCal is an opensource agenda/scheduler for Silverlight/MoonlightWCFReactiveX: WCFReactiveX is a .NET framework that provides an unified functional process to communicating with WCF clients built around IObserverable<T> and IObserver<T>

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