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  • The way I think about Diagnostic tools

    - by Daniel Moth
    Every software has issues, or as we like to call them "bugs". That is not a discussion point, just a mere fact. It follows that an important skill for developers is to be able to diagnose issues in their code. Of course we need to advance our tools and techniques so we can prevent bugs getting into the code (e.g. unit testing), but beyond designing great software, diagnosing bugs is an equally important skill. To diagnose issues, the most important assets are good techniques, skill, experience, and maybe talent. What also helps is having good diagnostic tools and what helps further is knowing all the features that they offer and how to use them. The following classification is how I like to think of diagnostics. Note that like with any attempt to bucketize anything, you run into overlapping areas and blurry lines. Nevertheless, I will continue sharing my generalizations ;-) It is important to identify at the outset if you are dealing with a performance or a correctness issue. If you have a performance issue, use a profiler. I hear people saying "I am using the debugger to debug a performance issue", and that is fine, but do know that a dedicated profiler is the tool for that job. Just because you don't need them all the time and typically they cost more plus you are not as familiar with them as you are with the debugger, doesn't mean you shouldn't invest in one and instead try to exclusively use the wrong tool for the job. Visual Studio has a profiler and a concurrency visualizer (for profiling multi-threaded apps). If you have a correctness issue, then you have several options - that's next :-) This is how I think of identifying a correctness issue Do you want a tool to find the issue for you at design time? The compiler is such a tool - it gives you an exact list of errors. Compilers now also offer warnings, which is their way of saying "this may be an error, but I am not smart enough to know for sure". There are also static analysis tools, which go a step further than the compiler in identifying issues in your code, sometimes with the aid of code annotations and other times just by pointing them at your raw source. An example is FxCop and much more in Visual Studio 11 Code Analysis. Do you want a tool to find the issue for you with code execution? Just like static tools, there are also dynamic analysis tools that instead of statically analyzing your code, they analyze what your code does dynamically at runtime. Whether you have to setup some unit tests to invoke your code at runtime, or have to manually run your app (and interact with it) under the tool, or have to use a script to execute your binary under the tool… that varies. The result is still a list of issues for you to address after the analysis is complete or a pause of the execution when the first issue is encountered. If a code path was not taken, no analysis for it will exist, obviously. An example is the GPU Race detection tool that I'll be talking about on the C++ AMP team blog. Another example is the MSR concurrency CHESS tool. Do you want you to find the issue at design time using a tool? Perform a code walkthrough on your own or with colleagues. There are code review tools that go beyond just diffing sources, and they help you with that aspect too. For example, there is a new one in Visual Studio 11 and searching with my favorite search engine yielded this article based on the Developer Preview. Do you want you to find the issue with code execution? Use a debugger - let’s break this down further next. This is how I think of debugging: There is post mortem debugging. That means your code has executed and you did something in order to examine what happened during its execution. This can vary from manual printf and other tracing statements to trace events (e.g. ETW) to taking dumps. In all cases, you are left with some artifact that you examine after the fact (after code execution) to discern what took place hoping it will help you find the bug. Learn how to debug dump files in Visual Studio. There is live debugging. I will elaborate on this in a separate post, but this is where you inspect the state of your program during its execution, and try to find what the problem is. More from me in a separate post on live debugging. There is a hybrid of live plus post-mortem debugging. This is for example what tools like IntelliTrace offer. If you are a tools vendor interested in the diagnostics space, it helps to understand where in the above classification your tool excels, where its primary strength is, so you can market it as such. Then it helps to see which of the other areas above your tool touches on, and how you can make it even better there. Finally, see what areas your tool doesn't help at all with, and evaluate whether it should or continue to stay clear. Even though the classification helps us think about this space, the reality is that the best tools are either extremely excellent in only one of this areas, or more often very good across a number of them. Another approach is to offer a toolset covering all areas, with appropriate integration and hand off points from one to the other. Anyway, with that brain dump out of the way, in follow-up posts I will dive into live debugging, and specifically live debugging in Visual Studio - stay tuned if that interests you. Comments about this post by Daniel Moth welcome at the original blog.

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  • Favorite Visual Studio 2010 Extensions, Update

    - by Scott Dorman
    With the release of the Visual Studio Pro Power Tools (and many other new extensions having been released), my list of favorite Visual Studio extensions has changed. All of these extensions are available in the Visual Studio Gallery. Here is the list of extensions that I currently have installed and find useful: Bing Start Page CodeCompare Collapse Selection In Solution Explorer Collapse Solution Color Picker Completion Extension Analyzer Find Results Highlighter Find Results Tweak (Available from CodePlex) Format Document HelpViewerKeywordIndex HighlightMultiWord Image Insertion Indentation Matcher Extension ItalicComments MoveToRegionVSX Numbered Bookmarks PowerCommands for Visual Studio 2010 Regular Expressions Margin Search Work Items for TFS 2010 Source Outliner Spell Checker Structure Adornment This also installs the following extensions: BlockTagger BlockTaggerImpl SettingsStore SettingsStoreImpl StyleCop Team Founder Server Power Tools TFS Auto Shelve Visual Studio Color Theme Editor Visual Studio Pro Power Tools VS10x Code Map VS10x Code Marker VS10x Collapse All Projects VS10x Editor View Enhancer VS10x Insert Debug Names VS10x Selection Popup VS10x Super Copy Paste VSCommands 2010 Word Wrap with Auto-Indent   Technorati Tags: Visual Studio,Extensions

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  • XNA Skinning Sample - exporting from Blender recognize only first animation clip

    - by Taylor
    (and sorry for my English) I'm using animation components from XNA Skinning Sample. It works great but when I export a model from Blender, it does not recognize any other animation clips than the first one. So I have three animation clips, but XNA recognize only one. Also, when I looked up on Xml file of the model in Debug\Content\obj directory, there is only one animation clip, but when I check code directly from .fbx file, it seems to be alright. Link to my model files: https://skydrive.live.com/redir?resid=8480AF53198F0CF3!139 BIG Thanks in forward!

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  • Google I/O 2011: Large-scale Data Analysis Using the App Engine Pipeline API

    Google I/O 2011: Large-scale Data Analysis Using the App Engine Pipeline API Brett Slatkin The Pipeline API makes it easy to analyze complex data using App Engine. This talk will cover how to build multi-phase Map Reduce workflows; how to merge multiple large data sources with "join" operations; and how to build reusable analysis components. It will also cover the API's concurrency model, how to debug in production, and built-in testing facilities. From: GoogleDevelopers Views: 3320 17 ratings Time: 51:39 More in Science & Technology

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  • SSD temperature sensor readout with hddtemp

    - by Dande Un
    It seems hddtemp cannot detect the temperature sensor of my SSD (Samsung EVO 840) properly.This is the bash output when running hddtemp: WARNUNG: Laufwerk /dev/sda scheint keinen Temperatur-Sensor zu haben. WARNUNG: Das bedeutet nicht, dass es keinen besitzt. WARNUNG: Falls Sie sicher sind, dass es einen besitzt, kontaktieren Sie mich bitte ([email protected]). WARNUNG: Siehe Optionen --help, --debug und --drivebase. /dev/sda: Samsung SSD 840 EVO 120G B ?@: kein Sensor I looked in the most recent .db file posted on http://nongnu.mirrors.hostinginnederland.nl//hddtemp/hddtemp.db, but it doesn't seem to list any SSD drives at all. Was anyone able to readout the temp-sensor of a SSD with hddtemp?

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  • How does landscape calculate memory usage?

    - by David Planella
    I'm trying to debug an OOM situation in an Ubuntu 12.04 server, and looking at the Memory graphs in Landscape, I noticed that there wasn't any serious memory usage spike. Then I looked at the output of the free command and I wasn't quite sure how both memory usage results relate to each other. Here's landscape's output on the server: $ landscape-sysinfo System load: 0.0 Processes: 93 Usage of /: 5.6% of 19.48GB Users logged in: 1 Memory usage: 26% IP address for eth0: - Swap usage: 2% Then I ran the free command and I get: $ free -m total used free shared buffers cached Mem: 486 381 105 0 4 165 -/+ buffers/cache: 212 274 Swap: 255 7 248 I can understand the 2% swap usage, but where does the 26% memory usage come from?

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  • Driver error when using multiple shaders

    - by Jinxi
    I'm using 3 different shaders: a tessellation shader to use the tessellation feature of DirectX11 :) a regular shader to show how it would look without tessellation and a text shader to display debug-info such as FPS, model count etc. All of these shaders are initialized at the beginning. Using the keyboard, I can switch between the tessellation shader and regular shader to render the scene. Additionally, I also want to be able toggle the display of debug-info using the text shader. Since implementing the tessellation shader the text shader doesn't work anymore. When I activate the DebugText (rendered using the text-shader) my screens go black for a while, and Windows displays the following message: Display Driver stopped responding and has recovered This happens with either of the two shaders used to render the scene. Additionally: I can start the application using the regular shader to render the scene and then switch to the tessellation shader. If I try to switch back to the regular shader I get the same error as with the text shader. What am I doing wrong when switching between shaders? What am I doing wrong when displaying text at the same time? What file can I post to help you help me? :) thx P.S. I already checked if my keyinputs interrupt at the wrong time (during render or so..), but that seems to be ok Testing Procedure Regular Shader without text shader Add text shader to Regular Shader by keyinput (works now, I built the text shader back to only vertex and pixel shader) (somthing with the z buffer is stil wrong...) Remove text shader, then change shader to Tessellation Shader by key input Then if I add the Text Shader or switch back to the Regular Shader Switching/Render Shader Here the code snipet from the Renderer.cpp where I choose the Shader according to the boolean "m_useTessellationShader": if(m_useTessellationShader) { // Render the model using the tesselation shader ecResult = m_ShaderManager->renderTessellationShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), worldMatrix, viewMatrix, projectionMatrix, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), (D3DXVECTOR3)m_Camera->getPosition(), TESSELLATION_AMOUNT); } else { // todo: loaded model depends on distance to camera // Render the model using the light shader. ecResult = m_ShaderManager->renderShader(m_D3D->getDeviceContext(), meshes[lod_level]->getIndexCount(), lod_level, textures, texturecount, m_Light->getDirection(), m_Light->getAmbientColor(), m_Light->getDiffuseColor(), worldMatrix, viewMatrix, projectionMatrix); } And here the code snipet from the Mesh.cpp where I choose the Typology according to the boolean "useTessellationShader": // RenderBuffers is called from the Render function. The purpose of this function is to set the vertex buffer and index buffer as active on the input assembler in the GPU. Once the GPU has an active vertex buffer it can then use the shader to render that buffer. void Mesh::renderBuffers(ID3D11DeviceContext* deviceContext, bool useTessellationShader) { unsigned int stride; unsigned int offset; // Set vertex buffer stride and offset. stride = sizeof(VertexType); offset = 0; // Set the vertex buffer to active in the input assembler so it can be rendered. deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset); // Set the index buffer to active in the input assembler so it can be rendered. deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); // Check which Shader is used to set the appropriate Topology // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles. if(useTessellationShader) { deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST); }else{ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); } return; } RenderShader Could there be a problem using sometimes only vertex and pixel shader and after switching using vertex, hull, domain and pixel shader? Here a little overview of my architecture: TextClass: uses font.vs and font.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); RegularShader: uses vertex.vs and pixel.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); TessellationShader: uses tessellation.vs, tessellation.hs, tessellation.ds, tessellation.ps deviceContext-VSSetShader(m_vertexShader, NULL, 0); deviceContext-HSSetShader(m_hullShader, NULL, 0); deviceContext-DSSetShader(m_domainShader, NULL, 0); deviceContext-PSSetShader(m_pixelShader, NULL, 0); deviceContext-PSSetSamplers(0, 1, &m_sampleState); ClearState I'd like to switch between 2 shaders and it seems they have different context parameters, right? In clearstate methode it says it resets following params to NULL: I found following in my Direct3D Class: depth-stencil state - m_deviceContext-OMSetDepthStencilState rasterizer state - m_deviceContext-RSSetState(m_rasterState); blend state - m_device-CreateBlendState viewports - m_deviceContext-RSSetViewports(1, &viewport); I found following in every Shader Class: input/output resource slots - deviceContext-PSSetShaderResources shaders - deviceContext-VSSetShader to - deviceContext-PSSetShader input layouts - device-CreateInputLayout sampler state - device-CreateSamplerState These two I didn't understand, where can I find them? predications - ? scissor rectangles - ? Do I need to store them all localy so I can switch between them, because it doesn't feel right to reinitialize the Direct3d and the Shaders by every switch (key input)?!

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  • How can I make SWF files be opened with the standalone player?

    - by shanethehat
    I have installed the standalone Flash debug player to /usr/lib/flashplayerdebugger and I can now use it to test within Flash Builder (Eclipse), but I can't make an SWF open with it from Nautilus. If I right click and select Open With Other Application it is not in the list of programs, and I can't see how to add it. How can I make it the default application for SWF files opened in Nautilus? Update - *.desktop file [Desktop Entry] Name=Flash Player Debuger Type=Application Exec=/usr/lib/flashplayerdebugger Categories=GNOME;Player;AudioVideo; MimeType=application/x-shockwave-flash;

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  • Is there any way to disable write-access to source code from within Xcode?

    - by Kapil Kapre
    Is there any easy solution to prevent Xcode from writing to source files in a project? I want to edit source files externally and only use Xcode for debugging and so I want to prevent any accidental modifications getting saved via xcode. (Obviously I want Xcode to pickup external changes to files when I build/debug) One possible solution that I thought of was to enable app sandbox entitlements on xcode and manually maintain a list of directories that it should not write to. Is this feasible? Any other ideas? On the sandboxing thing, I'm not sure if Xcode is disqualified as per Apple's Sandboxing Requirements.

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  • IIS7 Serving .mp4s, not playable on iOS devices.

    - by Danomite
    I've added the proper MIME type to the server, made sure it applies to not only the specific site but even the all of server's sites. The file is accessible and playable in my browser (Chrome) but when trying to pull it up on an iPhone , the debug mode warns me that the "movie could not be played" but on iPad it's "byte_range_error_message" I'm really at a loss here of why iOS devices won't load the video up. I know it's not the video files themselves because I had used the same file on a different server (on a shared hosting package). Any help is appreciated! -Dan

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  • What can I do to give some more love and disk space to my database on Ubuntu?

    - by Yaron Naveh
    I'm new to linux. I've deployed a db to ubuntu server on amazon and found out I'm low on disk space. did df (see below) - and found out that I'm 89% capacity on one file system, but less on others. What does this mean? Do I have a few partitions and can now utilize others besides /dev/xvda1? Also /dev/xvdb seems large, is it safe to put the db in it and only use it? If so do I need to mount it or do something special? $> df -lah Filesystem Size Used Avail Use% Mounted on /dev/xvda1 8.0G 6.7G 914M 89% / proc 0 0 0 - /proc sysfs 0 0 0 - /sys none 0 0 0 - /sys/fs/fuse/connections none 0 0 0 - /sys/kernel/debug none 0 0 0 - /sys/kernel/security udev 3.7G 8.0K 3.7G 1% /dev devpts 0 0 0 - /dev/pts tmpfs 1.5G 164K 1.5G 1% /run none 5.0M 0 5.0M 0% /run/lock none 3.7G 0 3.7G 0% /run/shm /dev/xvdb 414G 199M 393G 1% /mnt

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  • Compiling a Monogame Game into a single .exe

    - by user27483
    Is it possible to compile a monogame game into a single .exe? I know if you go in the debug or release bin, there is in fact a .exe your game, except you move this .exe's file location or try to run in on another computer it crashes. I am also aware of the one-click application except this seems like a really messy way of redistributing a monogame game. How come when you build your game, the exe for it wont work anywhere but that file location and that computer. I am also aware that the computer probably needs the XNA framework downloaded to play the monogame game, so in short is it possible to redistribute a monogame game by creating a single .exe and assume that person who is using it doesnt have XNA or monogame installed?

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  • What do you think of a performance engineer should have?

    - by Vance
    I believe performance tuning (or even testing) is one the most challenging for an engineer. Well, in lots of company, this is the lowest priority than others "important" thing. My purpose of opening this post is to know what do you think*good* performance engineer should have. I can list some things like: Solid database,programming knowledge. Do single thread performance testing. Good knowledge of using the load generator tools to simulate the concurrent loads. Use different tools to monitor/measure the app/db server performance status Understand and can debug the codes. Even tune the codes. Any more ideas are always appreciated!

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  • XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics

    - by MintyAnt
    I have two issues which I wish to solve by creating 2D primitives in XNA. In my game, I wish to have a "debug mode" which will draw a red box around all hitboxes in the game (Red outline, transparent inside). This would allow us to see where the hitboxes are being drawn AND still have the sprite graphics being drawn. I wish to further understand how matrices work within computer graphics. I have a basic theoretical grasp of how they work, but I really just want to apply some of my knowledge or find a good tutorial on it. To do this, I wish to draw my own 2D primitives (With Vertex3's) and apply different transormation matrices to them. I was trying to find a tutorial on drawing primitives using Direct3D, but most tutorials are only for c++, and just tell me to use XNA's Spritebatch. I wish to have more control over my program than just with Spritebatch. Any Help on using Direct3D or any other suggestions would greatly be appreciated. Thank you.

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  • How does landscape calculate free memory?

    - by David Planella
    I'm trying to debug an OOM situation in an Ubuntu 12.04 server, and looking at the Memory graphs in Landscape, I noticed that there wasn't any serious memory usage spike spike. Then I looked at the output of the free command and I wasn't quite sure how both memory usage results relate to each other. Here's landscape's output on the server: $ landscape-sysinfo System load: 0.0 Processes: 93 Usage of /: 5.6% of 19.48GB Users logged in: 1 Memory usage: 26% IP address for eth0: - Swap usage: 2% Then I run the free command and I get: $ free -m total used free shared buffers cached Mem: 486 381 105 0 4 165 -/+ buffers/cache: 212 274 Swap: 255 7 248 I can understand the 2% swap usage, but where does the 26% memory usage come from?

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  • ContentManager in XNA cant find any XML

    - by user36385
    Im making a game in XNA 4 and this is the first time I'm using the Content loader to initialize a simple class with a XML file, but no matter how many guide I follow, or how simple or complicated is my XML File the ContentManager cant find the file; the Debug keep telling me: "A first chance exception of type 'Microsoft.Xna.Framework.Content.ContentLoadException' occurred in Microsoft.Xna.Framework.dll". I'm really confuse because I can load SpriteFonts and Texture2D without a problem ... I create the following XML (the most basic Xna XML): <?xml version="1.0" encoding="utf-8" ?> <XnaContent> <Asset Type="System.String">Hello</Asset> </XnaContent> and I try to load it in the LoadContent method in my main class like this: System.String hello = Content.Load<System.String>("NewXmlFile"); There is something I'm doing wrong? I really appreciate your help

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  • Testing with Profiler Custom Events and Database Snapshots

    We've all had them. One of those stored procedures that is huge and contains complex business logic which may or may not be executed. These procedures make it an absolute nightmare when it comes to debugging problems because they're so complex and have so many logic offshoots that it's very easy to get lost when you're trying to determine the path that the procedure code took when it ran. Fortunately Profiler lets you define custom events that you can raise in your code and capture in a trace so you get a better window into the sub events occurring in your code. I found it very useful to use custom events and a database snapshot to debug some code recently and we'll explore both in this article. I find raising these events and running Profiler to be very useful for testing my stored procedures on my own as well as when my code is going through official testing and user acceptance. It's a simple approach and a great way to catch any performance problems or logic errors.

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  • How to report a crash bug with nothing on screen

    - by winniemiel05
    I would like to report an installation bug, but I can't launch ubuntu-bug : On my tablet (LDLC Janus, an Intel based tablet without OS installed by default), I have a problem when I install Ubuntu 11.04 or 11.10. Once the installation is finished, when I reboot, there is ABSOLUTELY nothing on screen, but Ubuntu boot correctly anyway : I choosed auto-login mode and I can hear the login sound. Even if I Ctrl+Alt+F1 or F2... there is nothing. But the livecd works fine (even touch screen even if without multi touch). I tried to install 10.10 it works, but as soon as I upgrade the same problem occure. i installed Fedora 15 and then Fedora 16 (because of other problems) and no problems with them. I would like to report this bug on launchpad but I don't know how to do to give devs logs files and other useful files which could help debug. Thanks a lot for your answer, I would really prefer using my tablet with Ubuntu (I miss U1, USC, Unity)

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  • Fan always spinning on Maverick

    - by jb
    I use Dell Studio 1555, after update to maverick my fan started spinning full speed allways. I use xserver-xorg-video-ati/radeon drivers because fglrx messes with my desktop resolution when connecting external screen. Processor is mostly idle. U use some desktop effects. On the same configuration on Lucid my fan worked slower. It eats lots of battery time :( Bug filed: https://bugs.launchpad.net/ubuntu/+source/xserver-xorg-video-ati/+bug/675156 Any insights how to solve/debug it or work around it?

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  • problem with loading in .FBX meshes in DirectX 10

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

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  • Wireless card disappeards when restart ubuntu

    - by Kristian Jones
    I used 'additional drivers' to install 'Broadcom STA wireless driver' and it returns an error. WIthin jockey.log it says the following numerous times. 2011-02-14 21:24:06,945 DEBUG: BroadcomWLHandler enabled(): kmod disabled, bcm43xx: blacklisted, b43: blacklisted, b43legacy: blacklisted After it returns the error the network card will work temporarily until I restart the laptop. When I restart I got to go through the procedure again of trying to activate the driver, returns an error however it works temporarily. The network card is as follows on a Dell Inspiron 1545: Broadcom Corporation BCM4312 802.11b/g LP-PHY [14e4:4315] Rev 01 I have been trying to solve this myself for many hours. Any help is appreciated/

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  • What's the most important trait of a programmer desired by peer programmers [closed]

    - by greengit
    Questions here talk about most important programming skills someone is supposed to possess, and, a lot of great answers spring up. The answers and the questioners seem mostly interested on qualities related to getting a better job, nailing some interview, things desired by boss or management, or improving your programming abilities. One thing that often gets blown over is the genuine consideration for what traits peers want. They don't much value things like you're one of those 'gets things done' people for the company, or you never miss a deadline, or your code is least painful to review and debug, or you're team player with fantastic leading abilities. They probably care more if you're helpful, are a refreshing person to talk to, you're fun to program in pair with, everybody wants you to review their code, or something of that nature. I, for one, would care that I come off to my peers as a pleasurable programmer to work with, as much as I care about my impression on my boss or management. Is this really significant, and if yes, what are the most desirable traits peers want from each other.

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  • farseer physics xbox samples not working

    - by Hugh
    I have downloaded a few of the sample projects from the official farseer physics website and i just cant get them to run on my xbox. -My connection to the xbox is fine, other xbox projects debug fine on my xbox -I have tried running both the xbox versions of the samples (for example the farseer hello world sample project) and the windows version by right-clicking the project and making a copy for xbox. I get a bunch of errors but what i always get is "unreachable code detected" referring to code in the farseer library, it seems to be a problem to do with referencing/linking the farseer library to the main game project. Help please!

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  • Does the use of debuggers have an effect on the efficiency of programmers? [closed]

    - by alain.janinm
    Possible Duplicate: Are debugging skills important to become a good programmer? I'm a young Java developer and I make a systematic use of the Netbeans debugger. In fact, I often develop my applications when I debug step by step in order to see immediately if my code works. I feel spending a lot of time programming this way because the use of debugger increase execution time and I often wait for my app to jump from a breakpoint to an other (so much that I've the time to ask this question). I never learned to use a debugger at school, but at work I've been told immediately to use this functionality. I started teaching myself to use it two years ago, and I've never been told any key tips about it. I'd like to know if there are some rules to follow in order to use the debugger efficiently. I'm also wondering if using the debugger is eventually a good practice? Or is it a loss of time and I've to stop now this bad habit?

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  • Poor mobile performance when running from Eclipse

    - by Yajirobe_LOL
    So after weeks of thinking my rendering code was bad, I accidentally discovered the following: Running my game on a Nexus S From Eclipse (Debug as - Android application): 12fps From the device while still attached to USB (getting log info in Eclipse still): 24fps From the device while not attached via USB: 56fps I was wondering if anyone else has issues like this? I mean, the problem really isn't a problem since the final release build will likely have good performance, but for the time being I don't want to have to keep (un)plugging my device in and out when testing code all day long. Is there some remedy for this or does anyone have any input/advice? Thanks.

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