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  • Implementing algorithms via compute shaders vs. pipeline shaders

    - by TravisG
    With the availability of compute shaders for both DirectX and OpenGL it's now possible to implement many algorithms without going through the rasterization pipeline and instead use general purpose computing on the GPU to solve the problem. For some algorithms this seems to become the intuitive canonical solution because they're inherently not rasterization based, and rasterization-based shaders seemed to be a workaround to harness GPU power (simple example: creating a noise texture. No quad needs to be rasterized here). Given an algorithm that can be implemented both ways, are there general (potential) performance benefits over using compute shaders vs. going the normal route? Are there drawbacks that we should watch out for (for example, is there some kind of unusual overhead to switching from/to compute shaders at runtime)? Are there perhaps other benefits or drawbacks to consider when choosing between the two?

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  • Delegate performance of Roslyn Sept 2012 CTP is impressive

    - by dotneteer
    I wanted to dynamically compile some delegates using Roslyn. I came across this article by Piotr Sowa. The article shows that the delegate compiled with Roslyn CTP was not very fast. Since the article was written using the Roslyn June 2012, I decided to give Sept 2012 CTP a try. There are significant changes in Roslyn Sept 2012 CTP in both C# syntax supported as well as API. I found Anoop Madhisidanan’s article that has an example of the new API. With that, I was able to put together a comparison. In my test, the Roslyn compiled delegate is as fast as C# (VS 2012) compiled delegate. See the source code below and give it a try. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Diagnostics; using Roslyn.Compilers; using Roslyn.Scripting.CSharp; using Roslyn.Scripting; namespace RoslynTest { class Program { public Func del; static void Main(string[] args) { Stopwatch stopWatch = new Stopwatch(); Program p = new Program(); p.SetupDel(); //Comment out this line and uncomment the next line to compare //p.SetupScript(); stopWatch.Start(); int result = DoWork(p.del); stopWatch.Stop(); Console.WriteLine(result); Console.WriteLine("Time elapsed {0}", stopWatch.ElapsedMilliseconds); Console.Read(); } private void SetupDel() { del = (s, i) => ++s; } private void SetupScript() { //Create the script engine //Script engine constructor parameters go changed var engine=new ScriptEngine(); //Let us use engine's Addreference for adding the required //assemblies new[] { typeof (Console).Assembly, typeof (Program).Assembly, typeof (IEnumerable<>).Assembly, typeof (IQueryable).Assembly }.ToList().ForEach(asm => engine.AddReference(asm)); new[] { "System", "System.Linq", "System.Collections", "System.Collections.Generic" }.ToList().ForEach(ns=>engine.ImportNamespace(ns)); //Now, you need to create a session using engine's CreateSession method, //which can be seeded with a host object var session = engine.CreateSession(); var submission = session.CompileSubmission>("new Func((s, i) => ++s)"); del = submission.Execute(); //- See more at: http://www.amazedsaint.com/2012/09/roslyn-september-ctp-2012-overview-api.html#sthash.1VutrWiW.dpuf } private static int DoWork(Func del) { int result = Enumerable.Range(1, 1000000).Aggregate(del); return result; } } }  Since Roslyn Sept 2012 CTP is already over a year old, I cannot wait to see a new version coming out.

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  • latest intel graphics driver?

    - by Anwar Shah
    I have Intel Graphics Card, which have model number GM965. It is on a Notebook, (Lenovo 3000 Y410). My Ubuntu Installation worked good until I upgraded to 12.04. It was a fresh install. The Graphics performance is poor compared to Natty, Oneiric. In the details tab of System Settings, Graphics driver is shown as "Unknown". I have upgraded the xserver-xorg-video-intel package to version 2.19.. from 2.17. But still same. So, My question is How can I install latest Intel graphics driver for my Chipset? or Is there any other method to fix the problem with graphics.

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • Lightweight PHP/HTML/CSS editor with code browser

    - by Nisto
    I'm looking for a freeware editor which has; syntax highlighting and a code browser (or code suggestions/hints). Preferably freeware license! I've tried out quite a few editors, but a lot of them are unfortunately very resource heavy and provides a lot more functions than I ever needed. So far, there's two editors that I really like, and is lightweight: jEdit and Notepad++. Although, unfortunately... Notepad++ doesn't have code browser support for both control structures and functions for PHP. Also, there's no code browser for HTML... I really liked jEdit as well, but there doesn't seem to be a code browser for it. Except for maybe Completion, but it's a bothersome plugin, and doesn't show the code browser unless you type something in and press CTRL+B. Other editors I've tried, but wasn't satisfied with: Adobe Dreamweaver CodeLobster PHP Edition Aptana Studio Komodo Edit EditPlus BlueFish PHP Designer 2007 - Personal PhpStorm Scriptly Eclipse UltraEdit Notepad2 EditPad Pro Rapid PHP EDIT I'm using Windows XP

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  • Keep website and webservices warm with zero coding

    - by oazabir
    If you want to keep your websites or webservices warm and save user from seeing the long warm up time after an application pool recycle, or IIS restart or new code deployment or even windows restart, you can use the tinyget command line tool, that comes with IIS Resource Kit, to hit the site and services and keep them warm. Here’s how: First get tinyget from here. Download and install the IIS 6.0 Resource Kit on some PC. Then copy the tinyget.exe from “c:\program files…\IIS 6.0 ResourceKit\Tools'\tinyget” to the server where your IIS 6.0 or IIS 7 is running. Then create a batch file that will hit the pages and webservices. Something like this: SET TINYGET=C:\Program Files (x86)\IIS Resources\TinyGet\tinyget.exe"%TINYGET%" -srv:dropthings.omaralzabir.com -uri:http://dropthings.omaralzabir.com/ -status:200"%TINYGET%" -srv:dropthings.omaralzabir.com -uri:http://dropthings.omaralzabir.com/WidgetService.asmx?WSDL - status:200 First I am hitting the homepage to keep the webpage warm. Then I am hitting the webservice URL with ?WSDL parameter, which allows ASP.NET to compile the service if not already compiled and walk through all the operations and reflect on them and thus loading all related DLLs into memory and reducing the warmup time when hit. Tinyget gets the servers name or IP in the –srv parameter and then the actual URI in the –uri. I have specified what’s the HTTP response code to expect in –status parameter. It ensures the site is alive and is returning http 200 code. Besides just warming up a site, you can do some load test on the site. Tinyget can run in multiple threads and run loops to hit some URL. You can literally blow up a site with commands like this: "%TINYGET%" -threads:30 -loop:100 -srv:google.com -uri:http://www.google.com/ -status:200 Tinyget is also pretty useful to run automated tests. You can record http posts in a text file and then use it to make http posts to some page. Then you can put matching clause to check for certain string in the output to ensure the correct response is given. Thus with some simple command line commands, you can warm up, do some transactions, validate the site is giving off correct response as well as run a load test to ensure the server performing well. Very cheap way to get a lot done.

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  • How does whitespace affect Python code?

    - by Codereview
    I've started programming about a year ago, I've learned the C and C++ languages and bits of Java. Recently I've started to learn the Python language (Notable: I'm using the Eclipse IDE). I'm used to formatting my code with whitespace, placing statements a bit to the right of my code for easier readability. Since I started working with Python it seems whitespace is a problem, I get some unnecessary whitespace warnings, and my code gets underlined (In eclipse). After a while I figured Python is very restrictive about whitespace for some reason, so I've been looking for the effects of whitespace on Python code. How does it affect the code? Does the code work different with unnecessary whitespace?

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  • Why is design by contract considered an alternative to the pseudo programming process?

    - by zoopp
    Right now I'm reading Code Complete by Steve McConnell and in chapter 9 he talks about the Pseudo Programming Process (PPP). From what I've understood, the PPP is a way of programming in which the programmer first writes the pseudo code for the routine he's working on, then refines it up to the point where pretty much each pseudo code line can be implemented in 1-3 lines of code, then writes the code in the designated programming language and finally the pseudo code is saved as comments for the purpose of documenting the routine. In chapter 9.4 the author mentions alternatives to the PPP, one of which is 'design by contract'. In design by contract you basically assert preconditions and postconditions of each routine. Now why would that be considered an alternative? To me it seems obvious that I should use both techniques at the same time and not chose one over the other.

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  • Code Reuse is (Damn) Hard

    - by James Michael Hare
    Being a development team lead, the task of interviewing new candidates was part of my job.  Like any typical interview, we started with some easy questions to get them warmed up and help calm their nerves before hitting the hard stuff. One of those easier questions was almost always: “Name some benefits of object-oriented development.”  Nearly every time, the candidate would chime in with a plethora of canned answers which typically included: “it helps ease code reuse.”  Of course, this is a gross oversimplification.  Tools only ease reuse, its developers that ultimately can cause code to be reusable or not, regardless of the language or methodology. But it did get me thinking…  we always used to say that as part of our mantra as to why Object-Oriented Programming was so great.  With polymorphism, inheritance, encapsulation, etc. we in essence set up the concepts to help facilitate reuse as much as possible.  And yes, as a developer now of many years, I unquestionably held that belief for ages before it really struck me how my views on reuse have jaded over the years.  In fact, in many ways Agile rightly eschews reuse as taking a backseat to developing what's needed for the here and now.  It used to be I was in complete opposition to that view, but more and more I've come to see the logic in it.  Too many times I've seen developers (myself included) get lost in design paralysis trying to come up with the perfect abstraction that would stand all time.  Nearly without fail, all of these pieces of code become obsolete in a matter of months or years. It’s not that I don’t like reuse – it’s just that reuse is hard.  In fact, reuse is DAMN hard.  Many times it is just a distraction that eats up architect and developer time, and worse yet can be counter-productive and force wrong decisions.  Now don’t get me wrong, I love the idea of reusable code when it makes sense.  These are in the few cases where you are designing something that is inherently reusable.  The problem is, most business-class code is inherently unfit for reuse! Furthermore, the code that is reusable will often fail to be reused if you don’t have the proper framework in place for effective reuse that includes standardized versioning, building, releasing, and documenting the components.  That should always be standard across the board when promoting reusable code.  All of this is hard, and it should only be done when you have code that is truly reusable or you will be exerting a large amount of development effort for very little bang for your buck. But my goal here is not to get into how to reuse (that is a topic unto itself) but what should be reused.  First, let’s look at an extension method.  There’s many times where I want to kick off a thread to handle a task, then when I want to reign that thread in of course I want to do a Join on it.  But what if I only want to wait a limited amount of time and then Abort?  Well, I could of course write that logic out by hand each time, but it seemed like a great extension method: 1: public static class ThreadExtensions 2: { 3: public static bool JoinOrAbort(this Thread thread, TimeSpan timeToWait) 4: { 5: bool isJoined = false; 6:  7: if (thread != null) 8: { 9: isJoined = thread.Join(timeToWait); 10:  11: if (!isJoined) 12: { 13: thread.Abort(); 14: } 15: } 16: return isJoined; 17: } 18: } 19:  When I look at this code, I can immediately see things that jump out at me as reasons why this code is very reusable.  Some of them are standard OO principles, and some are kind-of home grown litmus tests: Single Responsibility Principle (SRP) – The only reason this extension method need change is if the Thread class itself changes (one responsibility). Stable Dependencies Principle (SDP) – This method only depends on classes that are more stable than it is (System.Threading.Thread), and in itself is very stable, hence other classes may safely depend on it. It is also not dependent on any business domain, and thus isn't subject to changes as the business itself changes. Open-Closed Principle (OCP) – This class is inherently closed to change. Small and Stable Problem Domain – This method only cares about System.Threading.Thread. All-or-None Usage – A user of a reusable class should want the functionality of that class, not parts of that functionality.  That’s not to say they most use every method, but they shouldn’t be using a method just to get half of its result. Cost of Reuse vs. Cost to Recreate – since this class is highly stable and minimally complex, we can offer it up for reuse very cheaply by promoting it as “ready-to-go” and already unit tested (important!) and available through a standard release cycle (very important!). Okay, all seems good there, now lets look at an entity and DAO.  I don’t know about you all, but there have been times I’ve been in organizations that get the grand idea that all DAOs and entities should be standardized and shared.  While this may work for small or static organizations, it’s near ludicrous for anything large or volatile. 1: namespace Shared.Entities 2: { 3: public class Account 4: { 5: public int Id { get; set; } 6:  7: public string Name { get; set; } 8:  9: public Address HomeAddress { get; set; } 10:  11: public int Age { get; set;} 12:  13: public DateTime LastUsed { get; set; } 14:  15: // etc, etc, etc... 16: } 17: } 18:  19: ... 20:  21: namespace Shared.DataAccess 22: { 23: public class AccountDao 24: { 25: public Account FindAccount(int id) 26: { 27: // dao logic to query and return account 28: } 29:  30: ... 31:  32: } 33: } Now to be fair, I’m not saying there doesn’t exist an organization where some entites may be extremely static and unchanging.  But at best such entities and DAOs will be problematic cases of reuse.  Let’s examine those same tests: Single Responsibility Principle (SRP) – The reasons to change for these classes will be strongly dependent on what the definition of the account is which can change over time and may have multiple influences depending on the number of systems an account can cover. Stable Dependencies Principle (SDP) – This method depends on the data model beneath itself which also is largely dependent on the business definition of an account which can be very inherently unstable. Open-Closed Principle (OCP) – This class is not really closed for modification.  Every time the account definition may change, you’d need to modify this class. Small and Stable Problem Domain – The definition of an account is inherently unstable and in fact may be very large.  What if you are designing a system that aggregates account information from several sources? All-or-None Usage – What if your view of the account encompasses data from 3 different sources but you only care about one of those sources or one piece of data?  Should you have to take the hit of looking up all the other data?  On the other hand, should you have ten different methods returning portions of data in chunks people tend to ask for?  Neither is really a great solution. Cost of Reuse vs. Cost to Recreate – DAOs are really trivial to rewrite, and unless your definition of an account is EXTREMELY stable, the cost to promote, support, and release a reusable account entity and DAO are usually far higher than the cost to recreate as needed. It’s no accident that my case for reuse was a utility class and my case for non-reuse was an entity/DAO.  In general, the smaller and more stable an abstraction is, the higher its level of reuse.  When I became the lead of the Shared Components Committee at my workplace, one of the original goals we looked at satisfying was to find (or create), version, release, and promote a shared library of common utility classes, frameworks, and data access objects.  Now, of course, many of you will point to nHibernate and Entity for the latter, but we were looking at larger, macro collections of data that span multiple data sources of varying types (databases, web services, etc). As we got deeper and deeper in the details of how to manage and release these items, it quickly became apparent that while the case for reuse was typically a slam dunk for utilities and frameworks, the data access objects just didn’t “smell” right.  We ended up having session after session of design meetings to try and find the right way to share these data access components. When someone asked me why it was taking so long to iron out the shared entities, my response was quite simple, “Reuse is hard...”  And that’s when I realized, that while reuse is an awesome goal and we should strive to make code maintainable, often times you end up creating far more work for yourself than necessary by trying to force code to be reusable that inherently isn’t. Think about classes the times you’ve worked in a company where in the design session people fight over the best way to implement a class to make it maximally reusable, extensible, and any other buzzwordable.  Then think about how quickly that design became obsolete.  Many times I set out to do a project and think, “yes, this is the best design, I can extend it easily!” only to find out the business requirements change COMPLETELY in such a way that the design is rendered invalid.  Code, in general, tends to rust and age over time.  As such, writing reusable code can often be difficult and many times ends up being a futile exercise and worse yet, sometimes makes the code harder to maintain because it obfuscates the design in the name of extensibility or reusability. So what do I think are reusable components? Generic Utility classes – these tend to be small classes that assist in a task and have no business context whatsoever. Implementation Abstraction Frameworks – home-grown frameworks that try to isolate changes to third party products you may be depending on (like writing a messaging abstraction layer for publishing/subscribing that is independent of whether you use JMS, MSMQ, etc). Simplification and Uniformity Frameworks – To some extent this is similar to an abstraction framework, but there may be one chosen provider but a development shop mandate to perform certain complex items in a certain way.  Or, perhaps to simplify and dumb-down a complex task for the average developer (such as implementing a particular development-shop’s method of encryption). And what are less reusable? Application and Business Layers – tend to fluctuate a lot as requirements change and new features are added, so tend to be an unstable dependency.  May be reused across applications but also very volatile. Entities and Data Access Layers – these tend to be tuned to the scope of the application, so reusing them can be hard unless the abstract is very stable. So what’s the big lesson?  Reuse is hard.  In fact it’s damn hard.  And much of the time I’m not convinced we should focus too hard on it. If you’re designing a utility or framework, then by all means design it for reuse.  But you most also really set down a good versioning, release, and documentation process to maximize your chances.  For anything else, design it to be maintainable and extendable, but don’t waste the effort on reusability for something that most likely will be obsolete in a year or two anyway.

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  • Five C# Code Snippets

    A snippet is a small section of text or source code that can be inserted into the code of a program. Snippets provide an easy way to implement commonly used code or functions into a larger section of code. Instead of rewriting the same code over and over again, a programmer can save the code [...] Related posts:How To Obtain Environment Details With .NET 3.5 How-to: Easily Send Emails With .NET Understanding SMTP Status Codes ...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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  • Better drivers for SiS 650/740 integrated video?

    - by Bart van Heukelom
    I installed Xubuntu 10.10 on an old box today and the graphical performance is horrid. According to lspci, the video card is this: 01:00.0 VGA compatible controller: Silicon Integrated Systems [SiS] 65x/M650/740 PCI/AGP VGA Display Adapter (prog-if 00 [VGA controller]) Subsystem: ASUSTeK Computer Inc. Device 8081 Flags: 66MHz, medium devsel, IRQ 11 BIST result: 00 Memory at f0000000 (32-bit, prefetchable) [size=128M] Memory at e7800000 (32-bit, non-prefetchable) [size=128K] I/O ports at d800 [size=128] Expansion ROM at <unassigned> [disabled] Capabilities: <access denied> Kernel modules: sisfb Is there a way to make it faster? Alternative drivers? The additional drivers tool shows nothing. I'm specifically interested in improving Java's Java2D rendering speed, because I'll be running a "stat screen" written in that language on it.

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  • Does Ubuntu Touch consume less than Android?

    - by Eduard Florinescu
    One of the problems of new OSs is power consumption. That is because power and performance requires a lot of tweaks and experience with the kernel, drivers and OS code-base on one hand, and a lot of extensive long-term test and quality assurance on the other hand. Given that Android is a rather old and established OS I saw that it has pretty good power consumption. Phoronix does this kind of comparissions but I was not able to find to much about Ubuntu Touch. Does Ubuntu Touch consume less than Android in general, do you have data on some platforms compared?

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  • why not use unmanaged safe code in c#

    - by user613326
    There is an option in c# to execute code unchecked. It's generally not advised to do so, as managed code is much safer and it overcomes a lot of problems. However I am wondering, if you're sure your code won't cause errors, and you know how to handle memory then why (if you like fast code) follow the general advice? I am wondering this since I wrote a program for a video camera, which required some extremely fast bitmap manipulation. I made some fast graphical algorithms myself, and they work excellent on the bitmaps using unmanaged code. Now I wonder in general, if you're sure you don't have memory leaks, or risks of crashes, why not use unmanaged code more often ? PS my background: I kinda rolled into this programming world and I work alone (I do so for a few years) and so I hope this software design question isn't that strange. I don't really have other people out there like a teacher to ask such things.

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  • How many vertices are needed to draw reasonably good-looking terrain?

    - by bobbaluba
    I have some pretty expensive code in my terrain vertex shader, and I am trying to figure out if it will still be fast enough. I haven't yet developed a level-of-detail system for my terrain rendering, but I can easily benchmark my code by just drawing mock triangles. My problem is, how do I know how many vertices to test with? Are there for example rendering engines that will tell me how many terrain vertices are currently on-screen? Or maybe it is possible to create a formula that will give me an estimate based on screen resolution?

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  • Does a prose to code compiler exist?

    - by Raynos
    I have seen some horrible code in my time including people virtually duplicating the code in comments // add 4 to x x+=4; // for each i in 0 to 9 for (int i = 0; i < 10; i++) { // multiply x by i x *= i; } Taking this concept further, I'm curious whether prose to code compilers exist. Is there a valid use case for English prose to code? Do compilers exist that do this? The distinction between this and auto generated code, is that auto generated code is generally always a subset of a project. Can we have complete projects auto generated from english prose? I realise that this might overlap with the concept of declarative languages.

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  • Hadoop and Object Reuse, Why?

    - by Andrew White
    In Hadoop, objects passed to reducers are reused. This is extremely surprising and hard to track down if you're not expecting it. Furthermore, the original tracker for this "feature" doesn't offer any evidence that this change actually improved performance (unless I missed it). It would speed up the system substantially if we reused the keys and values [...] but I think it is worth doing. This seems completely counter to this very popular answer. Is there some credence to the Hadoop developer's claim? Is there something "special" about Hadoop that would invalidate the notion of object creation being cheap?

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  • Timing Calculations for Opengl ES 2.0 draw calls

    - by Arun AC
    I am drawing a cube in OpenGL ES 2.0 in Linux. I am calculating the time taken for each frame using below function #define NANO 1000000000 #define NANO_TO_MICRO(x) ((x)/1000) uint64_t getTick() { struct timespec stCT; clock_gettime(CLOCK_MONOTONIC, &stCT); uint64_t iCurrTimeNano = (1000000000 * stCT.tv_sec + stCT.tv_nsec); // in Nano Secs uint64_t iCurrTimeMicro = NANO_TO_MICRO(iCurrTimeNano); // in Micro Secs return iCurrTimeMicro; } I am running my code for 100 frames with simple x-axis rotation. I am getting around 200 to 220 microsecs per frame. that means am i getting around (1/220microsec = 4545) FPS Is my GPU is that fast? I strongly doubt this result. what went wrong in the code? Regards, Arun AC

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  • Releasing a project under GPL v2 or later without the source code of libraries

    - by Luciano Silveira
    I wrote a system in Java that I want to release under the terms of GPL v2 or later. I've used Apache Maven to deal with all the dependencies of the system, so I don't have the source code of any of the libraries used. I've already checked, all the libraries were released under GPL-compatible licenses (Apache v2, 3-clause BSD, MIT, LGPL v2 and v2.1). I have 3 questions about this scenario: 1) Can I release a package with only the binaries of code I wrote, not including the libraries, and distribute only the source code I wrote? 2) Can I release a package with all the binaries, including the libraries, and distribute only the source code I wrote? 3) Can I release a package with all the binaries, including the libraries, and distribute only the source code I wrote plus the source code of the libraries licensed under the LGPL license?

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  • SQLSat65, Great Perf Counters Poster from Quest

    - by merrillaldrich
    I was fortunate to be able to attend the Vancouver BC SQLSaturday this past weekend, and it was excellent! Great sessions, good facility, well attended. Nice work, and a huge thank you to the volunteers that made that happen. One side perk: I got a copy of this terrific performance counters poster from Quest, which you can download as a PDF for free. Very handy, especially as a teaching tool. I'm using it for my SCOM MP work. Check it out....(read more)

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  • How do you handle measuring Code Coverage in JavaScript

    - by Dancrumb
    In order to measure Code Coverage for JavaScript unit tests, one needs to instrument the code, run the tests and then perform post-processing. My concern is that, as a result, you are unit testing code that will never be run in production. Since JavaScript isn't compiled, what you test should be precisely what you execute. So here's my question, how do you handle this? One thought I had was to run Unit Testing on the production code and use that for my pass fail. I would then create a shadow of my production code, with instrumentation and run my unit tests again; this would give me my code coverage stats. Has anyone come across a method that is a little more graceful than this?

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  • Does Ubuntu Touch consume less power than Android?

    - by Eduard Florinescu
    One of the problems of new OSs is power consumption. That is because power and performance requires a lot of tweaks and experience with the kernel, drivers and OS code-base on one hand, and a lot of extensive long-term test and quality assurance on the other hand. Given that Android is a rather old and established OS I saw that it has pretty good power consumption. Phoronix does this kind of comparissions but I was not able to find much about Ubuntu Touch. Does Ubuntu Touch consume less than Android, do you have data on some platforms compared?

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  • how to do partial updates in OpenGL?

    - by Will
    It is general wisdom that you redraw the entire viewport on each frame. I would like to use partial updates; what are the various ways can do that, and what are their pros, cons and relative performance? (Using textures, FBOs, the accumulator buffer, any kind of scissors that can affect swapbuffers etc?) A scenario: a scene with a fair few thousand visible trees; although the textures are mipmapped and they are drawn via VBOs roughly front-to-back with so on, its still a lot of polys. Would streaming a single screen-sized texture be better than throwing them at the screen every frame? You'd have to redraw and recapture them only on camera movement or as often as your wind model updates or whatever, which need not be every frame.

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  • Drag and drop fearture for a website

    - by gpuguy
    I have to design a website which will have drag and drop features for creating an e-card. So you select items from a tool box and drag and drop this item on the card area. Once you have completed the design you can publish the e-card on the web by clicking "Save and publish" button. What are the possible technologies for implementing this feature? The requirement is that the application should not degrade the performance of the website, and should not take much time in publishing once the user click "Save and publish" button.

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  • Does Ubuntu run well on an USB HDD?

    - by Klaus
    I have here a company notebook, and because the HDD is full encrypted, I cannot install an extra partition for another system that I would like to use in my free time. And I really need another system, because this crap Windows here with that much of anti-virus, anti-spyware, anti-whatever on it is so slow and annoying. What can I do? I could use an external USB HDD with another system. Because I would like to handle big files and so on, I don't want to use a USB stick. A USB 2.5 HDD + Ubuntu is what I think the best option. Here are my questions: Do I have to note something? Does Ubuntu run well on an external HDD? Do I have big performance problems (because of the USB HDD)? Should I buy a very fast HDD for much money or it is not that important? Any suggestions?

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  • Why is chunk size often a power of two?

    - by danijar
    There are many Minecraft clones out there and I am working on my own implementation. A principle of terrain rendering is tiling the whole world in fixed size chunks to reduce the effort of localized changes. In Minecraft the chunk size is 16 x 16 x 256 as far as I now. And in clones I also always saw chunk sizes of a power of the number 2. Is there any reason for that, maybe performance or memory related? I know that powers of 2 play a special role in binary computers but what has that to do with the chunk size?

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