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  • Derived template override return type of member function C++

    - by Ruud v A
    I am writing matrix classes. Take a look at this definition: template <typename T, unsigned int dimension_x, unsigned int dimension_y> class generic_matrix { ... generic_matrix<T, dimension_x - 1, dimension_y - 1> minor(unsigned int x, unsigned int y) const { ... } ... } template <typename T, unsigned int dimension> class generic_square_matrix : public generic_matrix<T, dimension, dimension> { ... generic_square_matrix(const generic_matrix<T, dimension, dimension>& other) { ... } ... void foo(); } The generic_square_matrix class provides additional functions like matrix multiplication. Doing this is no problem: generic_square_matrix<T, 4> m = generic_matrix<T, 4, 4>(); It is possible to assign any square matrix to M, even though the type is not generic_square_matrix, due to the constructor. This is possible because the data does not change across children, only the supported functions. This is also possible: generic_square_matrix<T, 4> m = generic_square_matrix<T, 5>().minor(1,1); Same conversion applies here. But now comes the problem: generic_square_matrix<T, 4>().minor(1,1).foo(); //problem, foo is not in generic_matrix<T, 3, 3> To solve this I would like generic_square_matrix::minor to return a generic_square_matrix instead of a generic_matrix. The only possible way to do this, I think is to use template specialisation. But since a specialisation is basically treated like a separate class, I have to redefine all functions. I cannot call the function of the non-specialised class as you would do with a derived class, so I have to copy the entire function. This is not a very nice generic-programming solution, and a lot of work. C++ almost has a solution for my problem: a virtual function of a derived class, can return a pointer or reference to a different class than the base class returns, if this class is derived from the class that the base class returns. generic_square_matrix is derived from generic_matrix, but the function does not return a pointer nor reference, so this doesn't apply here. Is there a solution to this problem (possibly involving an entirely other structure; my only requirements are that the dimensions are a template parameter and that square matrices can have additional functionality). Thanks in advance, Ruud

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  • Calendar Day View in PHP

    - by JamesArmes
    I'm working on adding a day view option to an existing calendar solution. Like many people implementing their own calendars, I am trying to model Google Calendars. They have an excellent calendar solution and their day view provides a lot of flexibility. For most part, the implementation is going well; however, I'm having issues when it comes to conflicting events. Essentially, I want the events to share the same space, side by side. Events that start at the same time should have the longest event first. In the example data set I'm working with, I have four events: A: 10:30 - 11:30 B: 13:30 - 14:30 C: 10:30 - 11:00 D: 10:45 - 14:00 I can handle A, C, and D just fine, the problem comes with D. A should be left of C which should be left of D; each taking one third of the width (it's fixed width so I can do simple math to figure that out). The problem is that B should be under A and C, to the left of D. Ideally, B would take up the same amount of space as A and C (two thirds width), but I would even settle for it only taking up only one third width. My array of events looks similar to the following: $events = array( '1030' => array( 'uniqueID1' => array( 'start_time' => '1030', 'end_time' => '1130', ), 'uniqueID2' => array( 'start_time' => '1030', 'end_time' => '1100', ), ), '1045' => array( 'uniqueID3' => array( 'start_time' => '1045', 'end_time' => '1400', ), ), '1330' => array( 'uniqueID3' => array( 'start_time' => '1330', 'end_time' => '1430', ), ), ); My plan is to add some indexes to each event that include how many events it conflicts with (so I can calculate the width) and which position in that series it should be (so I can calculate the left value). However, that doesn't help the B. I'm thinking I might need an algorithm that uses some basic geometry and matrices, but I'm not sure where to begin. Any help is greatly appreciated.

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  • matrix multiplication with MPI [on hold]

    - by user3695701
    I'm working on an assignment on matrix multiplication with MPI. A*B=C. the requirement is that B should be vertically partitioned. Here's what I intend to do: broadcast matrix A to all processes and scatter B into several slices with each slice containing n/p columns. The following code only works when the number of process(p) is 1. when p1(say 2), I got [cluster2:21080] *** Process received signal *** [cluster2:21080] Signal: Segmentation fault (11) [cluster2:21080] Signal code: Address not mapped (1) [cluster2:21080] Failing at address: (nil) [cluster2:21080] [ 0] /lib/libpthread.so.0(+0xf8f0) [0x7f49f38108f0] [cluster2:21080] [ 1] /lib/libc.so.6(memcpy+0xe1) [0x7f49f35024c1] [cluster2:21080] [ 2] /usr/lib/libmpi.so.0(ompi_convertor_unpack+0x121)[0x7f49f47c88e1] [cluster2:21080] [ 3] /usr/lib/openmpi/lib/openmpi/mca_pml_ob1.so(+0x8a26) [0x7f49f0dcea26] [cluster2:21080] [ 4] /usr/lib/openmpi/lib/openmpi/mca_btl_tcp.so(+0x662c) [0x7f49efce462c] [cluster2:21080] [ 5] /usr/lib/libopen-pal.so.0(+0x1ede8) [0x7f49f42e0de8] [cluster2:21080] [ 6] /usr/lib/libopen-pal.so.0(opal_progress+0x99) [0x7f49f42d5369] [cluster2:21080] [ 7] /usr/lib/openmpi/lib/openmpi/mca_pml_ob1.so(+0x5585) [0x7f49f0dcb585] [cluster2:21080] [ 8] /usr/lib/openmpi/lib/openmpi/mca_coll_tuned.so(+0xcc01) [0x7f49eeeb1c01] [cluster2:21080] [ 9] /usr/lib/openmpi/lib/openmpi/mca_coll_tuned.so(+0x266c) [0x7f49eeea766c] [cluster2:21080] [10] /usr/lib/openmpi/lib/openmpi/mca_coll_sync.so(+0x1388) [0x7f49ef0c0388] [cluster2:21080] [11] /usr/lib/libmpi.so.0(MPI_Bcast+0x10e) [0x7f49f47d025e] [cluster2:21080] [12] ./out(main+0x259) [0x401571] [cluster2:21080] [13] /lib/libc.so.6(__libc_start_main+0xfd) [0x7f49f3498c8d] [cluster2:21080] [14] ./out() [0x400f29] [cluster2:21080] *** End of error message *** Can someone help me? Thanks. //matrices A and B //double* A =(double *)malloc(n*n*sizeof(double)); //double* B =(double *)malloc(n*n*sizeof(double)); //code initializing A,B... //n is the size of the matrix //p is the number of processes //myrank is the rank of calling process MPI_Init (&argc, &argv); MPI_Comm_rank(MPI_COMM_WORLD, &myrank); MPI_Comm_size(MPI_COMM_WORLD, &p); //broadcast A to all processes MPI_Bcast (A, n*n, MPI_DOUBLE, 0, MPI_COMM_WORLD); MPI_Datatype tmp_type, col_type; // extract a slice from B MPI_Type_vector(n, num_of_col_per_slice, n, MPI_DOUBLE, &tmp_type); // position of the first (0) and each next (stride * sizeof(double) ) slice MPI_Type_create_resized(tmp_type, 0, n * sizeof(double), &col_type); MPI_Type_commit(&col_type); //scatter a slice of B to each process MPI_Scatter(B, 1, col_type, B+myrank*n/p, n * n/p, MPI_DOUBLE, 0, MPI_COMM_WORLD); //use blas function to calculate A*sliceOfB and store the resulting slice to C cblas_dgemm(CblasRowMajor, CblasNoTrans, CblasNoTrans, n, n/p, n, 1.0, A, n, B+myrank*n/p, n, 0.0, C+myrank*n/p, n); //gather all those resulting slices into C MPI_Gather (C+myrank*n/p, n*n/p, MPI_DOUBLE, C, n*n/p, MPI_DOUBLE, 0, MPI_COMM_WORLD);

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  • Move an object in the direction of a bezier curve?

    - by Sent1nel
    I have an object with which I would like to make follow a bezier curve and am a little lost right now as to how to make it do that based on time rather than the points that make up the curve. .::Current System::. Each object in my scene graph is made from position, rotation and scale vectors. These vectors are used to form their corresponding matrices: scale, rotation and translation. Which are then multiplied in that order to form the local transform matrix. A world transform (Usually the identity matrix) is then multiplied against the local matrix transform. class CObject { public: // Local transform functions Matrix4f GetLocalTransform() const; void SetPosition(const Vector3f& pos); void SetRotation(const Vector3f& rot); void SetScale(const Vector3f& scale); // Local transform Matrix4f m_local; Vector3f m_localPostion; Vector3f m_localRotation; // rotation in degrees (xrot, yrot, zrot) Vector3f m_localScale; } Matrix4f CObject::GetLocalTransform() { Matrix4f out(Matrix4f::IDENTITY); Matrix4f scale(), rotation(), translation(); scale.SetScale(m_localScale); rotation.SetRotationDegrees(m_localRotation); translation.SetTranslation(m_localTranslation); out = scale * rotation * translation; } The big question I have are 1) How do I orientate my object to face the tangent of the Bezier curve? 2) How do I move that object along the curve without just setting objects position to that of a point on the bezier cuve? Heres an overview of the function thus far void CNodeControllerPieceWise::AnimateNode(CObject* pSpatial, double deltaTime) { // Get object latest pos. Vector3f posDelta = pSpatial->GetWorldTransform().GetTranslation(); // Get postion on curve Vector3f pos = curve.GetPosition(m_t); // Get tangent of curve Vector3f tangent = curve.GetFirstDerivative(m_t); } Edit: sorry its not very clear. I've been working on this for ages and its making my brain turn to mush. I want the object to be attached to the curve and face the direction of the curve. As for movement, I want to object to follow the curve based on the time this way it creates smooth movement throughout the curve.

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  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

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  • Pixel Shader Giving Black output

    - by Yashwinder
    I am coding in C# using Windows Forms and the SlimDX API to show the effect of a pixel shader. When I am setting the pixel shader, I am getting a black output screen but if I am not using the pixel shader then I am getting my image rendered on the screen. I have the following C# code using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; using System.Runtime.InteropServices; using SlimDX.Direct3D9; using SlimDX; using SlimDX.Windows; using System.Drawing; using System.Threading; namespace WindowsFormsApplication1 { // Vertex structure. [StructLayout(LayoutKind.Sequential)] struct Vertex { public Vector3 Position; public float Tu; public float Tv; public static int SizeBytes { get { return Marshal.SizeOf(typeof(Vertex)); } } public static VertexFormat Format { get { return VertexFormat.Position | VertexFormat.Texture1; } } } static class Program { public static Device D3DDevice; // Direct3D device. public static VertexBuffer Vertices; // Vertex buffer object used to hold vertices. public static Texture Image; // Texture object to hold the image loaded from a file. public static int time; // Used for rotation caculations. public static float angle; // Angle of rottaion. public static Form1 Window =new Form1(); public static string filepath; static VertexShader vertexShader = null; static ConstantTable constantTable = null; static ImageInformation info; [STAThread] static void Main() { filepath = "C:\\Users\\Public\\Pictures\\Sample Pictures\\Garden.jpg"; info = new ImageInformation(); info = ImageInformation.FromFile(filepath); PresentParameters presentParams = new PresentParameters(); // Below are the required bare mininum, needed to initialize the D3D device. presentParams.BackBufferHeight = info.Height; // BackBufferHeight, set to the Window's height. presentParams.BackBufferWidth = info.Width+200; // BackBufferWidth, set to the Window's width. presentParams.Windowed =true; presentParams.DeviceWindowHandle = Window.panel2 .Handle; // DeviceWindowHandle, set to the Window's handle. // Create the device. D3DDevice = new Device(new Direct3D (), 0, DeviceType.Hardware, Window.Handle, CreateFlags.HardwareVertexProcessing, presentParams); // Create the vertex buffer and fill with the triangle vertices. (Non-indexed) // Remember 3 vetices for a triangle, 2 tris per quad = 6. Vertices = new VertexBuffer(D3DDevice, 6 * Vertex.SizeBytes, Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream stream = Vertices.Lock(0, 0, LockFlags.None); stream.WriteRange(BuildVertexData()); Vertices.Unlock(); // Create the texture. Image = Texture.FromFile(D3DDevice,filepath ); // Turn off culling, so we see the front and back of the triangle D3DDevice.SetRenderState(RenderState.CullMode, Cull.None); // Turn off lighting D3DDevice.SetRenderState(RenderState.Lighting, false); ShaderBytecode sbcv = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\vertexShader.vs", "vs_main", "vs_1_1", ShaderFlags.None); constantTable = sbcv.ConstantTable; vertexShader = new VertexShader(D3DDevice, sbcv); ShaderBytecode sbc = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\pixelShader.txt", "ps_main", "ps_3_0", ShaderFlags.None); PixelShader ps = new PixelShader(D3DDevice, sbc); VertexDeclaration vertexDecl = new VertexDeclaration(D3DDevice, new[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0), new VertexElement(0, 12, DeclarationType.Float2 , DeclarationMethod.Default, DeclarationUsage.TextureCoordinate , 0), VertexElement.VertexDeclarationEnd }); Application.EnableVisualStyles(); MessagePump.Run(Window, () => { // Clear the backbuffer to a black color. D3DDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); // Begin the scene. D3DDevice.BeginScene(); // Setup the world, view and projection matrices. //D3DDevice.VertexShader = vertexShader; //D3DDevice.PixelShader = ps; // Render the vertex buffer. D3DDevice.SetStreamSource(0, Vertices, 0, Vertex.SizeBytes); D3DDevice.VertexFormat = Vertex.Format; // Setup our texture. Using Textures introduces the texture stage states, // which govern how Textures get blended together (in the case of multiple // Textures) and lighting information. D3DDevice.SetTexture(0, Image); // Now drawing 2 triangles, for a quad. D3DDevice.DrawPrimitives(PrimitiveType.TriangleList , 0, 2); // End the scene. D3DDevice.EndScene(); // Present the backbuffer contents to the screen. D3DDevice.Present(); }); if (Image != null) Image.Dispose(); if (Vertices != null) Vertices.Dispose(); if (D3DDevice != null) D3DDevice.Dispose(); } private static Vertex[] BuildVertexData() { Vertex[] vertexData = new Vertex[6]; vertexData[0].Position = new Vector3(-1.0f, 1.0f, 0.0f); vertexData[0].Tu = 0.0f; vertexData[0].Tv = 0.0f; vertexData[1].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[1].Tu = 0.0f; vertexData[1].Tv = 1.0f; vertexData[2].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[2].Tu = 1.0f; vertexData[2].Tv = 0.0f; vertexData[3].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[3].Tu = 0.0f; vertexData[3].Tv = 1.0f; vertexData[4].Position = new Vector3(1.0f, -1.0f, 0.0f); vertexData[4].Tu = 1.0f; vertexData[4].Tv = 1.0f; vertexData[5].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[5].Tu = 1.0f; vertexData[5].Tv = 0.0f; return vertexData; } } } And my pixel shader and vertex shader code are as following // Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; // Name: Simple Pixel Shader // Type: Pixel shader // Desc: Fetch texture and blend with constant color // PS_OUTPUT ps_main( in PS_INPUT In ) { PS_OUTPUT Out; //create an output pixel Out.Color = tex2D(Tex0, In.Texture); //do a texture lookup Out.Color *= float4(0.9f, 0.8f, 0.0f, 1); //do a simple effect return Out; //return output pixel } // Vertex shader input structure struct VS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Vertex shader output structure struct VS_OUTPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Global variables float4x4 WorldViewProj; // Name: Simple Vertex Shader // Type: Vertex shader // Desc: Vertex transformation and texture coord pass-through // VS_OUTPUT vs_main( in VS_INPUT In ) { VS_OUTPUT Out; //create an output vertex Out.Position = mul(In.Position, WorldViewProj); //apply vertex transformation Out.Texture = In.Texture; //copy original texcoords return Out; //return output vertex }

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

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  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

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  • Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

    - by BrotherJack
    I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape of the "earth" correct. However, I don't know how to apply a texture to it. I have a 50x50 pixel image (in the environment constructor as "dirt.png"), that I want to apply to the hills. I have a vague idea that this seems to involve the mesh class and possibly a ShapeRenderer, but the little i'm finding online is just confusing me. Bellow is code from the class that makes and regulates the terrain and the code in a separate file that is supposed to render it (but crashes on the mesh.render() call). Any pointers would be appreciated. public class Environment extends Actor{ Pixmap sky; public Texture groundTexture; Texture skyTexture; double tankypos; //TODO delete, temp public Tank etank; //TODO delete, temp int destructionRes; // how wide is a static pixel private final float viewWidth; private final float viewHeight; private ChainShape terrain; public Texture dirtTexture; private World world; public Mesh terrainMesh; private static final String LOG = Environment.class.getSimpleName(); // Constructor public Environment(Tank tank, FileHandle sfileHandle, float w, float h, int destructionRes) { world = new World(new Vector2(0, -10), true); this.destructionRes = destructionRes; sky = new Pixmap(sfileHandle); viewWidth = w; viewHeight = h; skyTexture = new Texture(sky); terrain = new ChainShape(); genTerrain((int)w, (int)h, 6); Texture tankSprite = new Texture(Gdx.files.internal("TankSpriteBase.png")); Texture turretSprite = new Texture(Gdx.files.internal("TankSpriteTurret.png")); tank = new Tank(0, true, tankSprite, turretSprite); Rectangle tankrect = new Rectangle(300, (int)tankypos, 44, 45); tank.setRect(tankrect); BodyDef terrainDef = new BodyDef(); terrainDef.type = BodyType.StaticBody; terrainDef.position.set(0, 0); Body terrainBody = world.createBody(terrainDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = terrain; terrainBody.createFixture(fixtureDef); BodyDef tankDef = new BodyDef(); Rectangle rect = tank.getRect(); tankDef.type = BodyType.DynamicBody; tankDef.position.set(0,0); tankDef.position.x = rect.x; tankDef.position.y = rect.y; Body tankBody = world.createBody(tankDef); FixtureDef tankFixture = new FixtureDef(); PolygonShape shape = new PolygonShape(); shape.setAsBox(rect.width*WORLD_TO_BOX, rect.height*WORLD_TO_BOX); fixtureDef.shape = shape; dirtTexture = new Texture(Gdx.files.internal("dirt.png")); etank = tank; } private void genTerrain(int w, int h, int hillnessFactor){ int width = w; int height = h; Random rand = new Random(); //min and max bracket the freq's of the sin/cos series //The higher the max the hillier the environment int min = 1; //allocating horizon for screen width Vector2[] horizon = new Vector2[width+2]; horizon[0] = new Vector2(0,0); double[] skyline = new double[width]; //TODO skyline necessary as an array? //ratio of amplitude of screen height to landscape variation double r = (int) 2.0/5.0; //number of terms to be used in sine/cosine series int n = 4; int[] f = new int[n*2]; //calculating omegas for sine series for(int i = 0; i < n*2 ; i ++){ f[i] = rand.nextInt(hillnessFactor - min + 1) + min; } //amp is the amplitude of the series int amp = (int) (r*height); double lastPoint = 0.0; for(int i = 0 ; i < width; i ++){ skyline[i] = 0; for(int j = 0; j < n; j++){ skyline[i] += ( Math.sin( (f[j]*Math.PI*i/height) ) + Math.cos(f[j+n]*Math.PI*i/height) ); } skyline[i] *= amp/(n*2); skyline[i] += (height/2); skyline[i] = (int)skyline[i]; //TODO Possible un-necessary float to int to float conversions tankypos = skyline[i]; horizon[i+1] = new Vector2((float)i, (float)skyline[i]); if(i == width) lastPoint = skyline[i]; } horizon[width+1] = new Vector2(800, (float)lastPoint); terrain.createChain(horizon); terrain.createLoop(horizon); //I have no idea if the following does anything useful :( terrainMesh = new Mesh(true, (width+2)*2, (width+2)*2, new VertexAttribute(Usage.Position, (width+2)*2, "a_position")); float[] vertices = new float[(width+2)*2]; short[] indices = new short[(width+2)*2]; for(int i=0; i < (width+2); i+=2){ vertices[i] = horizon[i].x; vertices[i+1] = horizon[i].y; indices[i] = (short)i; indices[i+1] = (short)(i+1); } terrainMesh.setVertices(vertices); terrainMesh.setIndices(indices); } Here is the code that is (supposed to) render the terrain. @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. backgroundStage.draw(); backgroundStage.act(delta); uistage.draw(); uistage.act(delta); batch.begin(); debugRenderer.render(this.ground.getWorld(), camera.combined); batch.end(); //Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D); ground.dirtTexture.bind(); ground.terrainMesh.render(GL10.GL_TRIANGLE_FAN); //I'm particularly lost on this ground.step(); }

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  • VFP Unit Matrix Multiply problem on the iPhone

    - by Ian Copland
    Hi. I'm trying to write a Matrix3x3 multiply using the Vector Floating Point on the iPhone, however i'm encountering some problems. This is my first attempt at writing any ARM assembly, so it could be a faily simple solution that i'm not seeing. I've currently got a small application running using a maths library that i've written. I'm investigating into the benifits using the Vector Floating Point Unit would provide so i've taken my matrix multiply and converted it to asm. Previously the application would run without a problem, however now my objects will all randomly disappear. This seems to be caused by the results from my matrix multiply becoming NAN at some point. Heres the code IMatrix3x3 operator*(IMatrix3x3 & _A, IMatrix3x3 & _B) { IMatrix3x3 C; //C++ code for the simulator #if TARGET_IPHONE_SIMULATOR == true C.A0 = _A.A0 * _B.A0 + _A.A1 * _B.B0 + _A.A2 * _B.C0; C.A1 = _A.A0 * _B.A1 + _A.A1 * _B.B1 + _A.A2 * _B.C1; C.A2 = _A.A0 * _B.A2 + _A.A1 * _B.B2 + _A.A2 * _B.C2; C.B0 = _A.B0 * _B.A0 + _A.B1 * _B.B0 + _A.B2 * _B.C0; C.B1 = _A.B0 * _B.A1 + _A.B1 * _B.B1 + _A.B2 * _B.C1; C.B2 = _A.B0 * _B.A2 + _A.B1 * _B.B2 + _A.B2 * _B.C2; C.C0 = _A.C0 * _B.A0 + _A.C1 * _B.B0 + _A.C2 * _B.C0; C.C1 = _A.C0 * _B.A1 + _A.C1 * _B.B1 + _A.C2 * _B.C1; C.C2 = _A.C0 * _B.A2 + _A.C1 * _B.B2 + _A.C2 * _B.C2; //VPU ARM asm for the device #else //create a pointer to the Matrices IMatrix3x3 * pA = &_A; IMatrix3x3 * pB = &_B; IMatrix3x3 * pC = &C; //asm code asm volatile( //turn on a vector depth of 3 "fmrx r0, fpscr \n\t" "bic r0, r0, #0x00370000 \n\t" "orr r0, r0, #0x00020000 \n\t" "fmxr fpscr, r0 \n\t" //load matrix B into the vector bank "fldmias %1, {s8-s16} \n\t" //load the first row of A into the scalar bank "fldmias %0!, {s0-s2} \n\t" //calulate C.A0, C.A1 and C.A2 "fmuls s17, s8, s0 \n\t" "fmacs s17, s11, s1 \n\t" "fmacs s17, s14, s2 \n\t" //save this into the output "fstmias %2!, {s17-s19} \n\t" //load the second row of A into the scalar bank "fldmias %0!, {s0-s2} \n\t" //calulate C.B0, C.B1 and C.B2 "fmuls s17, s8, s0 \n\t" "fmacs s17, s11, s1 \n\t" "fmacs s17, s14, s2 \n\t" //save this into the output "fstmias %2!, {s17-s19} \n\t" //load the third row of A into the scalar bank "fldmias %0!, {s0-s2} \n\t" //calulate C.C0, C.C1 and C.C2 "fmuls s17, s8, s0 \n\t" "fmacs s17, s11, s1 \n\t" "fmacs s17, s14, s2 \n\t" //save this into the output "fstmias %2!, {s17-s19} \n\t" //set the vector depth back to 1 "fmrx r0, fpscr \n\t" "bic r0, r0, #0x00370000 \n\t" "orr r0, r0, #0x00000000 \n\t" "fmxr fpscr, r0 \n\t" //pass the inputs and set the clobber list : "+r"(pA), "+r"(pB), "+r" (pC) : :"cc", "memory","s0", "s1", "s2", "s8", "s9", "s10", "s11", "s12", "s13", "s14", "s15", "s16", "s17", "s18", "s19" ); #endif return C; } As far as i can see that makes sence. While debugging i've managed to notice that if i were to say _A = C prior to the return and after the ASM, _A will not necessarily be equal to C which has only increased my confusion. I had thought it was possibly due to the pointers I'm giving to the VFPU being incrimented by lines such as "fldmias %0!, {s0-s2} \n\t" however my understanding of asm is not good enough to properly understand the problem, nor to see an alternative approach to that line of code. Anyway, I was hoping someone with a greater understanding than me would be able to see a solution, and any help would be greatly appreciated, thank you :-)

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  • Problem with memset after an instance of a user defined class is created and a file is opened

    - by Liberalkid
    I'm having a weird problem with memset, that was something to do with a class I'm creating before it and a file I'm opening in the constructor. The class I'm working with normally reads in an array and transforms it into another array, but that's not important. The class I'm working with is: #include <vector> #include <algorithm> using namespace std; class PreProcess { public: PreProcess(char* fileName,char* outFileName); void SortedOrder(); private: vector< vector<double > > matrix; void SortRow(vector<double> &row); char* newFileName; vector< pair<double,int> > rowSorted; }; The other functions aren't important, because I've stopped calling them and the problem persists. Essentially I've narrowed it down to my constructor: PreProcess::PreProcess(char* fileName,char* outFileName):newFileName(outFileName){ ifstream input(fileName); input.close(); //this statement is inconsequential } I also read in the file in my constructor, but I've found that the problem persists if I don't read in the matrix and just open the file. Essentially I've narrowed it down to if I comment out those two lines the memset works properly, otherwise it doesn't. Now to the context of the problem I'm having with it: I wrote my own simple wrapper class for matrices. It doesn't have much functionality, I just need 2D arrays in the next part of my project and having a class handle everything makes more sense to me. The header file: #include <iostream> using namespace std; class Matrix{ public: Matrix(int r,int c); int &operator()(int i,int j) {//I know I should check my bounds here return matrix[i*columns+j]; } ~Matrix(); const void Display(); private: int *matrix; const int rows; const int columns; }; Driver: #include "Matrix.h" #include <string> using namespace std; Matrix::Matrix(int r,int c):rows(r),columns(c) { matrix=new int[rows*columns]; memset(matrix,0,sizeof(matrix)); } const void Matrix::Display(){ for(int i=0;i<rows;i++){ for(int j=0;j<columns;j++) cout << (*this)(i,j) << " "; cout << endl; } } Matrix::~Matrix() { delete matrix; } My main program runs: PreProcess test1(argv[1],argv[2]); //test1.SortedOrder(); Matrix test(10,10); test.Display(); And when I run this with the input line uncommented I get: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -1371727776 32698 -1 0 0 0 0 0 6332656 0 -1 -1 0 0 6332672 0 0 0 0 0 0 0 0 0 0 0 0 0 -1371732704 32698 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 I really don't have a clue what's going on in memory to cause this, on a side note if I replace memset with: for(int i=0;i<rows*columns;i++) *(matrix+i) &= 0x0; Then it works perfectly, it also works if I don't open the file. If it helps I'm running GCC 64-bit version 4.2.4 on Ubuntu.I assume there's some functionality of memset that I'm not properly understanding.

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  • Faster method for Matrix vector product for large matrix in C or C++ for use in GMRES

    - by user35959
    I have a large, dense matrix A, and I aim to find the solution to the linear system Ax=b using an iterative method (in MATLAB was the plan using its built in GMRES). For more than 10,000 rows, this is too much for my computer to store in memory, but I know that the entries in A are constructed by two known vectors x and y of length N and the entries satisfy: A(i,j) = .5*(x[i]-x[j])^2+([y[i]-y[j])^2 * log(x[i]-x[j])^2+([y[i]-y[j]^2). MATLAB's GMRES command accepts as input a function call that can compute the matrix vector product A*x, which allows me to handle larger matrices than I can store in memory. To write the matrix-vecotr product function, I first tried this in matlab by going row by row and using some vectorization, but I avoid spawning the entire array A (since it would be too large). This was fairly slow unfortnately in my application for GMRES. My plan was to write a mex file for MATLAB to, which is in C, and ideally should be significantly faster than the matlab code. I'm rather new to C, so this went rather poorly and my naive attempt at writing the code in C was slower than my partially vectorized attempt in Matlab. #include <math.h> #include "mex.h" void Aproduct(double *x, double *ctrs_x, double *ctrs_y, double *b, mwSize n) { mwSize i; mwSize j; double val; for (i=0; i<n; i++) { for (j=0; j<i; j++) { val = pow(ctrs_x[i]-ctrs_x[j],2)+pow(ctrs_y[i]-ctrs_y[j],2); b[i] = b[i] + .5* val * log(val) * x[j]; } for (j=i+1; j<n; j++) { val = pow(ctrs_x[i]-ctrs_x[j],2)+pow(ctrs_y[i]-ctrs_y[j],2); b[i] = b[i] + .5* val * log(val) * x[j]; } } } The above is the computational portion of the code for the matlab mex file (which is slightly modified C, if I understand correctly). Please note that I skip the case i=j, since in that case the variable val will be a 0*log(0), which should be interpreted as 0 for me, so I just skip it. Is there a more efficient or faster way to write this? When I call this C function via the mex file in matlab, it is quite slow, slower even than the matlab method I used. This surprises me since I suspected that C code should be much faster than matlab. The alternative matlab method which is partially vectorized that I am comparing it with is function Ax = Aprod(x,ctrs) n = length(x); Ax = zeros(n,1); for j=1:(n-3) v = .5*((ctrs(j,1)-ctrs(:,1)).^2+(ctrs(j,2)-ctrs(:,2)).^2).*log((ctrs(j,1)-ctrs(:,1)).^2+(ctrs(j,2)-ctrs(:,2)).^2); v(j)=0; Ax(j) = dot(v,x(1:n-3); end (the n-3 is because there is actually 3 extra components, but they are dealt with separately,so I excluded that code). This is partly vectorized and only needs one for loop, so it makes some sense that it is faster. However, I was hoping I could go even faster with C+mex file. Any suggestions or help would be greatly appreciated! Thanks! EDIT: I should be more clear. I am open to any faster method that can help me use GMRES to invert this matrix that I am interested in, which requires a faster way of doing the matrix vector product without explicitly loading the array into memory. Thanks!

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  • Make c# matrix code faster

    - by Wam
    Hi all, Working on some matrix code, I'm concerned of performance issues. here's how it works : I've a IMatrix abstract class (with all matrices operations etc), implemented by a ColumnMatrix class. abstract class IMatrix { public int Rows {get;set;} public int Columns {get;set;} public abstract float At(int row, int column); } class ColumnMatrix : IMatrix { private data[]; public override float At(int row, int column) { return data[row + columns * this.Rows]; } } This class is used a lot across my application, but I'm concerned with performance issues. Testing only read for a 2000000x15 matrix against a jagged array of the same size, I get 1359ms for array access agains 9234ms for matrix access : public void TestAccess() { int iterations = 10; int rows = 2000000; int columns = 15; ColumnMatrix matrix = new ColumnMatrix(rows, columns); for (int i = 0; i < rows; i++) for (int j = 0; j < columns; j++) matrix[i, j] = i + j; float[][] equivalentArray = matrix.ToRowsArray(); TimeSpan totalMatrix = new TimeSpan(0); TimeSpan totalArray = new TimeSpan(0); float total = 0f; for (int iteration = 0; iteration < iterations; iteration++) { total = 0f; DateTime start = DateTime.Now; for (int i = 0; i < rows; i++) for (int j = 0; j < columns; j++) total = matrix.At(i, j); totalMatrix += (DateTime.Now - start); total += 1f; //Ensure total is read at least once. total = total > 0 ? 0f : 0f; start = DateTime.Now; for (int i = 0; i < rows; i++) for (int j = 0; j < columns; j++) total = equivalentArray[i][j]; totalArray += (DateTime.Now - start); } if (total < 0f) logger.Info("Nothing here, just make sure we read total at least once."); logger.InfoFormat("Average time for a {0}x{1} access, matrix : {2}ms", rows, columns, totalMatrix.TotalMilliseconds); logger.InfoFormat("Average time for a {0}x{1} access, array : {2}ms", rows, columns, totalArray.TotalMilliseconds); Assert.IsTrue(true); } So my question : how can I make this thing faster ? Is there any way I can make my ColumnMatrix.At faster ? Cheers !

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  • CodePlex Daily Summary for Friday, March 05, 2010

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

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  • CodePlex Daily Summary for Saturday, February 20, 2010

    CodePlex Daily Summary for Saturday, February 20, 2010New ProjectsBerkeliumDotNet: BerkeliumDotNet is a .NET wrapper for the Berkelium library written in C++/CLI. Berkelium provides off-screen browser rendering via Google's Chromi...BoxBinary Descriptive WebCacheManager Framework: Allows you to take a simple, different, and more effective method of caching items in ASP.NET. The developer defines descriptive categories to deco...CHS Extranet: CHS Extranet Project, working with the RM Community to build the new RM Easylink type applicationDbModeller: Generates one class having properties with the basic C# types aimed to serve as a business object by using reflection from the passed objects insta...Dice.NET: Dice.NET is a simple dice roller for those cases where you just kinda forgot your real dices. It's very simple in setup/use.EBI App with the SQL Server CE and websync: EBI App with the SQL Server CE and SQL Server DEV with Merge Replication(Web Synchronization) ere we are trying to develop an application which yo...Family Tree Analyzer: This project with be a c# project which aims to allow users to import their GEDCOM files and produce various data analysis reports such as a list o...Go! Embedded Device Builder: Go! is a complete software engineering environment for the creation of embedded Linux devices. It enables you to engineer, design, develop, build, ...HiddenWordsReadingPlan: HiddenWordsReadingPlanHtml to OpenXml: A library to convert simple or advanced html to plain OpenXml document.Jeffrey Palermo's shared source: This project contains multiple samples with various snippets and projects from blog posts, user group talks, and conference sessions.Krypton Palette Selectors: A small C# control library that allows for simplified palette selection and management. It makes use of and relies on Component Factory's excellen...OCInject: A DI container on a diet. This is a basic DI container that lives in your project not an external assembly with support for auto generated delegat...Photo Organiser: A small utility to sort photos into a new file structure based on date held in their XMP or EXIF tags (YYYY/MM/DD/hhmmss.jpg). Developed in C# / WPF.QPAPrintLib: Print every document by its recommended programmReusable Library: A collection of reusable abstractions for enterprise application developer.Runtime Intelligence Data Visualizer: WPF application used to visualize Runtime Intelligence data using the Data Query Service from the Runtime Intelligence Endpoint Starter Kit.ScreenRec: ScreenRec is program for record your desktop and save to images or save one picture.Silverlight Internet Desktop Application Guidance: SLIDA (Silverlight Internet Desktop Applications) provides process guidance for developers creating Silverlight applications that run exclusively o...WSUS Web Administration: Web Application to remotely manage WSUSNew Releases7zbackup - PowerShell Script to Backup Files with 7zip: 7zBackup v. 1.7.0 Stable: Bug Solved : Test-Path-Writable fails on root of system drive on Windows 7. Therefore the function now accepts an optional parameter to specify if ...aqq: sec 1.02: Projeto SEC - Sistema economico Comercial - em Visual FoxPro 9.0 OpenSource ou seja gratis e com fontes, licença GNU/GPL para maiores informações e...ASP.NET MVC Attribute Based Route Mapper: Attribute Based Routes v0.2: ASP.NET MVC Attribute Based Route MapperBoxBinary Descriptive WebCacheManager Framework: Initial release: Initial assembly release for anyone wanting the files referenced in my talk at Umbraco's 5th Birthday London meetup 16/Feb/2010 The code is fairly...Build Version Increment Add-In Visual Studio: Build Version Increment v2.2 Beta: 2.2.10050.1548Added support for custom increment schemes via pluginsBuild Version Increment Add-In Visual Studio: BuildVersionIncrement v2.1: 2.1.10050.1458Fix: Localization issues Feature: Unmanaged C support Feature: Multi-Monitor support Feature: Global/Default settings Fix: De...CHS Extranet: Beta 2.3: Beta 2.3 Release Change Log: Fixed the update my details not updating the department/form Tried to fix the issue when the ampersand (&) is in t...Cover Creator: CoverCreator 1.2.2: Resolved BUG: If there is only one CD entry in freedb.org application do nothing. Instalation instructions Just unzip CoverCreator and run CoverCr...Employee Scheduler: Employee Scheduler 2.3: Extract the files to a directory and run Lab Hours.exe. Add an employee. Double click an employee to modify their times. Please contact me through ...EnOceanNet: EnOceanNet v1.11: Recompiled for .NET Framework 4 RCFree Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts 3.0.3 beta 4 Released: Hi, This release contains fix for the following bugs: * DataBinding was not working as expected with RIA services. * DataSeries visual wa...Html to OpenXml: HtmlToOpenXml 0.1 Beta: This is a beta version for testing purpose.Jeffrey Palermo's shared source: Web Forms front controller: This code goes along with my blog post about adding code that executes before your web form http://jeffreypalermo.com/blog/add-post-backs-to-mvc-nd...Krypton Palette Selectors: Initial Release: The initial release. Contains only the KryptonPaletteDropButton control.LaunchMeNot: LaunchMeNot 1.10: Lots has been added in this release. Feel free, however, to suggest features you'd like on the forums. Changes in LaunchMeNot 1.10 (19th February ...Magellan: Magellan 1.1.36820.4796 Stable: This is a stable release. It contains a fix for a bug whereby the content of zones in a shared layout couldn't use element bindings (due to name sc...Magellan: Magellan 1.1.36883.4800 Stable: This release includes a couple of major changes: A new Forms object model. See this page for details. Magellan objects are now part of the defau...MAISGestão: LayerDiagram: LayerDiagramMatrix3DEx: Matrix3DEx 1.0.2.0: Fixes the SwapHandedness method. This release includes factory methods for all common transformation matrices like rotation, scaling, translation, ...MDownloader: MDownloader-0.15.1.55880: Fixed bugs.NewLineReplacer: QPANewLineReplacer 1.1: Replace letter fast and easy in great textfilesOAuthLib: OAuthLib (1.5.0.1): Difference between 1.5.0.0 is just version number.OCInject: First Release: First ReleasePhoto Organiser: Installer alpha release: First release - contains known bugs, but works for the most part.Pinger: Pinger-1.0.0.0 Source: The Latest and First Source CodePinger: Pinger-1.0.0.2 Binary: Hi, This version can! work on Older versions of windows than 7 but i haven't test it! tnxPinger: Pinger-1.0.0.2 Source: Hi, It's the raw source!Reusable Library: v1.0: A collection of reusable abstractions for enterprise application developer.ScreenRec: Version 1: One version of this programSense/Net Enterprise Portal & ECMS: SenseNet 6.0 Beta 5: Sense/Net 6.0 Beta 5 Release Notes We are proud to finally present you Sense/Net 6.0 Beta 5, a major feature overhaul over beta43, and hopefully th...Silverlight Internet Desktop Application Guidance: v1: Project templates for Silverlight IDA and Silverlight Navigation IDA.SLAM! SharePoint List Association Manager: SLAM v1.3: The SharePoint List Association Manager is a platform for managing lists in SharePoint in a relational manner. The SLAM Hierarchy Extension works ...SQL Server PowerShell Extensions: 2.0.2 Production: Release 2.0.1 re-implements SQLPSX as PowersShell version 2.0 modules. SQLPSX consists of 8 modules with 133 advanced functions, 2 cmdlets and 7 sc...StoryQ: StoryQ 2.0.2 Library and Converter UI: Fixes: 16086 This release includes the following files: StoryQ.dll - the actual StoryQ library for you to reference StoryQ.xml - the xmldoc for ...Text to HTML: 0.4.0 beta: Cambios de la versión:Inclusión de los idiomas castellano, inglés y francés. Adición de una ventana de configuración. Carga dinámica de variabl...thor: Version 1.1: What's New in Version 1.1Specify whether or not to display the subject of appointments on a calendar Specify whether or not to use a booking agen...TweeVo: Tweet What Your TiVo Is Recording: TweeVo v1.0: TweeVo v1.0VCC: Latest build, v2.1.30219.0: Automatic drop of latest buildVFPnfe: Arquivo xml gerado manualmente: Segue um aquivo que gera o xml para NF-e de forma manual, estou trabalhando na versão 1.1 deste projeto, aguarde, enquanto isso baixe outro projeto...Windows Double Explorer: WDE v0.3.7: -optimization -locked tabs can be reset to locked directory (single & multi) -folder drag drop to tabcontrol creates new tab -splash screen -direcl...WPF ShaderEffect Generator: WPF ShaderEffect Generator 1.5: Visual Studio 2008 and RC 2010 are now supported. Different profiles can now be used to compile the shader with. ChangesVisual Studio RC 2010 is ...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)Image Resizer Powertoy Clone for WindowsASP.NETDotNetNuke® Community EditionMicrosoft SQL Server Community & SamplesMost Active ProjectsDinnerNow.netRawrSharpyBlogEngine.NETSharePoint ContribjQuery Library for SharePoint Web ServicesNB_Store - Free DotNetNuke Ecommerce Catalog Modulepatterns & practices – Enterprise LibraryPHPExcelFluent Ribbon Control Suite

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  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

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  • CodePlex Daily Summary for Friday, September 14, 2012

    CodePlex Daily Summary for Friday, September 14, 2012Popular ReleasesSOAP Test Application (with EWS Tools): v0.60: Template modifications (to delete blank fields where they are not required). Bugfix for listener form where it wouldn't allow the program to be closed under certain conditions.BizTalk Zombie Management: BizTalkZombieManagement V0.1.0: First version Function supported : Listener on zombie event Dump the zombie message in folderTumblen3: tumblen3 Version14Sep2012: added 'proxy-getter' of tumblr's OAuth Access TokenIBR.StringResourceBuilder: V1.3 Release 2 Build 13: Fixed: "Making" a string resource left the table of string literals blank (due to "improvement" in Build 11). Improved: Sped up inserting resource call when "making" a string resource. from Build 12 New: Option to store all string resources in one resource file global to the project.Fruit Juice: Fruit Juice v1.0: First versionPDF Viewer Web part: PDF Viewer Web Part: PDF Viewer Web PartMicrosoft Ajax Minifier: Microsoft Ajax Minifier 4.67: Fix issue #18629 - incorrectly handling null characters in string literals and not throwing an error when outside string literals. update for Issue #18600 - forgot to make the ///#DEBUG= directive also set a known-global for the given debug namespace. removed the kill-switch for disregarding preprocessor define-comments (///#IF and the like) and created a separate CodeSettings.IgnorePreprocessorDefines property for those who really need to turn that off. Some people had been setting -kil...Active Forums for DotNetNuke CMS: Active Forums 05.00.00 RC3: Active Forums 05.00.00 RC3Lakana - WPF Framework: Lakana V2: Lakana V2 contains : - Lakana WPF Forms (with sample project) - Lakana WPF Navigation (with sample project)Microsoft SQL Server Product Samples: Database: OData QueryFeed workflow activity: The OData QueryFeed sample activity shows how to create a workflow activity that consumes an OData resource, and renders entity properties in a Microsoft Excel 2010 worksheet or Microsoft Word 2010 document. Using the sample QueryFeed activity, you can consume any OData resource. The sample activity uses LINQ to project OData metadata into activity designer expression items. By setting activity expressions, a fully qualified OData query string is constructed consisting of Resource, Filter, Or...Arduino for Visual Studio: Arduino 1.x for Visual Studio 2012, 2010 and 2008: Register for the visualmicro.com forum for more news and updates Version 1209.10 includes support for VS2012 and minor fixes for the Arduino debugger beta test team. Version 1208.19 is considered stable for visual studio 2010 and 2008. If you are upgrading from an older release of Visual Micro and encounter a problem then uninstall "Visual Micro for Arduino" using "Control Panel>Add and Remove Programs" and then run the install again. Key Features of 1209.10 Support for Visual Studio 2...Social Network Importer for NodeXL: SocialNetImporter(v.1.5): This new version includes: - Fixed the "resource limit" bug caused by Facebook - Bug fixes To use the new graph data provider, do the following: Unzip the Zip file into the "PlugIns" folder that can be found in the NodeXL installation folder (i.e "C:\Program Files\Social Media Research Foundation\NodeXL Excel Template\PlugIns") Open NodeXL template and you can access the new importer from the "Import" menuAcDown????? - AcDown Downloader Framework: AcDown????? v4.1: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,?????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??...Move Mouse: Move Mouse 2.5.2: FIXED - Minor fixes and improvements.MVC Controls Toolkit: Mvc Controls Toolkit 2.3: Added The new release is compatible with Mvc4 RTM. Support for handling Time Zones in dates. Specifically added helper methods to convert to UTC or local time all DateTimes contained in a model received by a controller, and helper methods to handle date only fileds. This together with a detailed documentation on how TimeZones are handled in all situations by the Asp.net Mvc framework, will contribute to mitigate the nightmare of dates and timezones. Multiple Templates, and more options to...DNN Metro7 style Skin package: Metro7 style Skin for DotNetNuke 06.02.00: Maintenance Release Changes on Metro7 06.02.00 Fixed width and height on the jQuery popup for the Editor. Navigation Provider changed to DDR menu Added menu files and scripts Changed skins to Doctype HTML Changed manifest to dnn6 manifest file Changed License to HTML view Fixed issue on Metro7/PinkTitle.ascx with double registering of the Actions Changed source folder structure and start folder, so the project works with the default DNN structure on developing Added VS 20...Xenta Framework - extensible enterprise n-tier application framework: Xenta Framework 1.9.0: Release Notes Imporved framework architecture Improved the framework security More import/export formats and operations New WebPortal application which includes forum, new, blog, catalog, etc. UIs Improved WebAdmin app. Reports, navigation and search Perfomance optimization Improve Xenta.Catalog domain More plugin interfaces and plugin implementations Refactoring Windows Azure support and much more... Package Guide Source Code - package contains the source code Binaries...Json.NET: Json.NET 4.5 Release 9: New feature - Added JsonValueConverter New feature - Set a property's DefaultValueHandling to Ignore when EmitDefaultValue from DataMemberAttribute is false Fix - Fixed DefaultValueHandling.Ignore not igoring default values of non-nullable properties Fix - Fixed DefaultValueHandling.Populate error with non-nullable properties Fix - Fixed error when writing JSON for a JProperty with no value Fix - Fixed error when calling ToList on empty JObjects and JArrays Fix - Fixed losing deci...DotNetNuke® Community Edition CMS: 07.00.00 CTP (Not for Production Use): NOTE: New Minimum Requirementshttp://www.dotnetnuke.com/Portals/25/Blog/Files/1/3418/Windows-Live-Writer-1426fd8a58ef_902C-MinimumVersionSupport_2.png Simplified InstallerThe first thing you will notice is that the installer has been updated. Not only have we updated the look and feel, but we also simplified the overall install process. You shouldn’t have to click through a series of screens in order to just get your website running. With the 7.0 installer we have taken an approach that a...WinRT XAML Toolkit: WinRT XAML Toolkit - 1.2.2: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features AsyncUI extensions Controls and control extensions Converters Debugging helpers Imaging IO helpers VisualTree helpers Samples Recent changes NOTE: Namespace changes DebugConsol...New Projects$linq - A Javascript LINQ library: $linq is a Javascript version of .NET's Linq to Objects, with some query operations inspired by MoreLinq (an extension to Linq to Objects).AIlin: Some math operations with sparse and full matrices, elliptic curves and big numbersCapMvcHospital: Proyecto Hospital MVC para ABM de consultas clínicas y DoctoresChris on SharePoint Solutions: A collection of handy SharePoint solutions to make life easier for Site and Farm administrators.COTFACIL: O projeto visa estudar a integração web, mysql e visual studio 2010, para o estudo e conhecimento geral.Custom People Picker: The custom control which inherits the property of the "People Picker" control to display the items from the list.Data Sampler: The library allows the developer to quickly create dummy data or it can also be used to save a set of data that was originally retrieved from the database.DevelopEnvironment: ????????DotNetNuke Search Engine Sitemaps Provider: The iFinity DotNetNuke Search Engine Sitemaps Provider project generates Search Engine Sitemaps for DotNetNuke installs.Gapper Game: This is a recreation of the GAPPER DOS game that was released in 1986. The original has been abandon, so the Eastern Idaho .Net Users Group is remaking it.GestAdh45: Logiciel de gestion d'une association sportive : - gestion des adhérents/inscriptions - gestion des équipements (inventaire/vérifications)HP Printer Display Hack: A simple application that periodically checks the current price of a selected stock and sends it to the display of networked HP (and compatible) printers.INTELSI SAC: INICIOKnowledge Board Race: FATEC-SP - Engenharia de Software III KBR - Knowledge Board Race Desenvolvimento de um jogo educativo de tabuleiro on-line baseado em perguntas e respostas.MEDICALD PROJ: En este proyecto que lo haremos en equipo cada quien aportara su parte y luego la publicará aca.MVVM for Windows 8: Simple MVVM library for Windows 8.MyProjects: myprojectsNibbleOilWeb: Web Projectntcms: htcms system codingPowerConverter: PowerConverter allows you to change the old PE format to the new Power format for your PowerExtension programs.Primer Proyecto: dfrProject91404: pappapruebacodeplex: FooQuizz: D? án này là m?t ph?n c?a d? án t?t nghi?p. Vui lòng không s? d?ng vào m?c dích thuong m?i khi chua du?c s? d?ng ý c?a tác gi?.Runtime Dynamic Data Model Builder: Runtime Dynamic Data Model Builder lets you to have a Data Access Layer without writing code. It creates the database context and POCO based on Entity FrameworkSchoolProjectShitXD: Just a bunch of crap I am creating in my School,Scripture Reference Parser: Scripture Reference Parser is a library to parse data, including book, chapter, verse, and index, from references from various scriptures.Shadow: Shadow?????WCF??Remoting?ORM??,????????????????????。SharePoint Archive Tweets: Using REST, JSON and OAuth, SharePoint Archive Tweets (SPAT) was born. SPAT is a Microsoft SharePoint 2010 timer application that downloads Twitter timelines.Softech Portal - Vietnamese Portal: Gi?i pháp c?ng thông tin di?n t? thu?n Vi?t cho co quan hành chính Nhà Nu?c testdd09132012git01: sdtestdd09132012git02: ntestdd09132012hg01: dtestdd09132012tfs01: dteste tfs: testeTestRepository: Project Testing repository onlinetesttfs09132012tfs02: nThesis: This is my thesis project. It is about EDAs and Kernel classifiers. The source code is in Matlab.Tiny Contact Manager: Tiny Contact Manager manages collecting customer birthday and registration details and also sending out birthday vouchers.User Group Labs: My Groups: This is one of a series of social modules in the DotNetNuke User Group Labs project. This module allows you to easily lists the groups that a user is a part ofVatConnect: This is a Microsoft Flight Simulator add-on to connect it to the Vatsim network.Web Minesweeper with MVVM and Knockout: This is a common minesweeper game, that is implemented with mvvm in the web, only with html and javascipts libraries...Windows 8 - Using Roaming Storage in a Casual Game: This application demonstrates a simple game written for Windows 8 that illustrates how to utilize the Roaming Data Store for game data synchronization.xamlShow: This project is a demonstration of how to accomplish common tasks using WinRT XAML on Windows 8. This project is, basically, sample code used by Jerry Nixon.YTNet: YT Net is a small library which provides features for searching and downloading YouTube videos.

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  • CodePlex Daily Summary for Sunday, November 25, 2012

    CodePlex Daily Summary for Sunday, November 25, 2012Popular ReleasesMath.NET Numerics: Math.NET Numerics v2.3.0: Common: Continued major linear algebra storage rework, in this release focusing on vectors (previous release was on matrices) Static CreateRandom for all dense matrix and vector types Thin QR decomposition (in additin to existing full QR) Consistent static Sample methods for continuous and discrete distributions (was previously missing on a few) Portable build adds support for WP8 (.Net 4.0 and higher, SL5, WP8 and .NET for Windows Store apps) Various bug, performance and usability ...ExtJS based ASP.NET 2.0 Controls: FineUI v3.2.1: +2012-11-25 v3.2.1 +????????。 -MenuCheckBox?CheckedChanged??????,??????????。 -???????window.IDS??????????????。 -?????(??TabCollection,ControlBaseCollection)???,????????????????。 +Grid??。 -??SelectAllRows??。 -??PageItems??,?????????????,?????、??、?????。 -????grid/gridpageitems.aspx、grid/gridpageitemsrowexpander.aspx、grid/gridpageitems_pagesize.aspx。 -???????????????????。 -??ExpandAllRowExpanders??,?????????????????(grid/gridrowexpanderexpandall2.aspx)。 -??????ExpandRowExpande...VidCoder: 1.4.9 Beta: Updated HandBrake core to SVN 5079. Fixed crashes when encoding DVDs with title gaps.ZXing.Net: ZXing.Net 0.10.0.0: On the way to a release 1.0 the API should be stable now with this version. sync with rev. 2521 of the java version windows phone 8 assemblies improvements and fixesCharmBar: Windows 8 Charm Bar for Windows 7: Windows 8 Charm Bar for Windows 7BlackJumboDog: Ver5.7.3: 2012.11.24 Ver5.7.3 (1)SMTP???????、?????????、??????????????????????? (2)?????????、?????????????????????????? (3)DNS???????CNAME????CNAME????????????????? (4)DNS????????????TTL???????? (5)???????????????????????、?????????????????? (6)???????????????????????????????TEncoder: 3.1: -Added: Turkish translation (Translators, please see "To translators.txt") -Added: Profiles are now stored in different files under "Profiles" folder -Added: User created Profiles will be saved in a differen directory -Added: Custom video and audio options to profiles -Added: Container options to profiles -Added: Parent folder of input file will be created in the output folder -Added: Option to use 32bit FFmpeg eventhough the OS is 64bit -Added: New skin "Mint" -Fixed: FFMpeg could not open A...Liberty: v3.4.3.0 Release 23rd November 2012: Change Log -Added -H4 A dialog which gives further instructions when attempting to open a "Halo 4 Data" file -H4 Added a short note to the weapon editor stating that dropping your weapons will cap their ammo -Reach Edit the world's gravity -Reach Fine invincibility controls in the object editor -Reach Edit object velocity -Reach Change the teams of AI bipeds and vehicles -Reach Enable/disable fall damage on the biped editor screen -Reach Make AIs deaf and/or blind in the objec...Umbraco CMS: Umbraco 4.11.0: NugetNuGet BlogRead the release blog post for 4.11.0. Whats new50 bugfixes (see the issue tracker for a complete list) Read the documentation for the MVC bits. Breaking changesGetPropertyValue now returns an object, not a string (only affects upgrades from 4.10.x to 4.11.0) NoteIf you need Courier use the release candidate (as of build 26). The code editor has been greatly improved, but is sometimes problematic in Internet Explorer 9 and lower. Previously it was just disabled for IE and...Audio Pitch & Shift: Audio Pitch And Shift 5.1.0.3: Fixed supported files list on open dialog (added .pls and .m3u) Impulse Media Player splash message (can be disabled anyway)WiX Toolset: WiX v3.7 RC: WiX v3.7 RC (3.7.1119.0) provides feature complete Bundle update and reference tracking plus several bug fixes. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/11/20/WiX-v3.7-Release-Candidate-availablePicturethrill: Version 2.11.20.0: Fixed up Bing image provider on Windows 8Excel AddIn to reset the last worksheet cell: XSFormatCleaner.xla: Modified the commandbar code to use CommandBar IDs instead of English names.Json.NET: Json.NET 4.5 Release 11: New feature - Added ITraceWriter, MemoryTraceWriter, DiagnosticsTraceWriter New feature - Added StringEscapeHandling with options to escape HTML and non-ASCII characters New feature - Added non-generic JToken.ToObject methods New feature - Deserialize ISet<T> properties as HashSet<T> New feature - Added implicit conversions for Uri, TimeSpan, Guid New feature - Missing byte, char, Guid, TimeSpan and Uri explicit conversion operators added to JToken New feature - Special case...HigLabo: HigLabo_20121119: HigLabo_2012111 --HigLabo.Mail-- Modify bug fix of ExecuteAppend method. Add ExecuteXList method to ImapClient class. --HigLabo.Net.WindowsLive-- Add AsyncCall to WindowsLiveClient class.SharePoint CAML Extensions: Version 1.1: Beta version! <Membership>, <Today/>, <Now/> and <UserID /> tags are not supported!mojoPortal: 2.3.9.4: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2394-released Note that we have separate deployment packages for .NET 3.5 and .NET 4.0, but we recommend you to use .NET 4, we will probably drop support for .NET 3.5 once .NET 4.5 is available The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code and are not intended for use in Visual Studio. To download the source code see getting the lates...Keleyi: keleyi-1.1.0: ????: .NET Framework 4.0 ??:MD5??,?????IP??(??????),????? www.keleyi.com keleyi.codeplex.comHoliday Calendar: Calendar Control: Month navigation introduced.NDateTime: Version 1.0: This is the first releaseNew Projects.NET vFaceWall: .NET vFaceWall is autility script written in asp.net which allows developer to build next generation facebook wall style user profiles for asp.net websites.29th Infantry Division Engineer Corps: Code repository and project management hub for the 29th Infantry Division's Engineer Corps.A.M. Lost: A.M. Lost is game project developed during the GameDevParty Jam 3 event (23-24-25 november 2012).ABAP BLOG MIKE: ABAP blog AgileNETSlayer: Agile.Net Deobfuscator, supports all obfuscation methods.BERP Games: This project site contains XNA game development concepts and software produced by BERP Games.CFileUpload: This project will let you upload files with progress bar, without using Flash, HTML5 or similar technologies that the user's browser might not have. CharmBar: Windows 8 Charm Bar is a application that works just like the Windows 8 CharmBar. The word charmbar, the Windows 8 Logo are trademarks of Microsoft Corporation.Confidentialité des données: Développer une application permettant de faciliter la mise en œuvre, l’utilisation et la gestion de ces outils, en exploitant les API .NET.End of control: Project has not been started yet. Just absorbing attentions.Enhanced XML Search: Easy and fastest methods to manipulate XML Data.Exchange Automatic Replies Administrator: Exchange Automatic Replies Administrator is a PowerShell GUI tool for Helpdesk and Sysadmins to set a users' Out-Of-Office without using the command line.File Explorer for WPF: FileExplorer is a WPF control that's emulate the Windows Explorer, it supports both FIleSystem and non-FileSystem class.ForcePlot: Using brute force, plots any difficult equation even some popular software cannot plot. Currently supports 2D graphs, trigonometric and logarithmic functions.Game Dev: Currently in ideas phaseGroupEmulationEMK11: Discussion and sharing of member data Group Emulation Engineering Mechanical 2011Jenkins CI: Views, Jobs, Build status and color. mvcMusicOnLine: mvcMusicOnLinemy own site project no 1: still testing...Nauplius.KeyStore: Provides secure application key storage backed by SQL 2008 and Active Directory.Noctl Library: Noctl is a C# multiplatform Library.open Archive Mediator: High-performance middle-ware for process historiansOpen Source Game - Prince's Revenge: Open Source Game.PackToKindle: Project allow to send folder content to your kindle. Functionality is the same as the official SendToKindle application, but this project is designed to use froPunkPong: PunkPong is an open source "Pong" alike game totally written in DHTML (JavaScript, CSS and HTML) that uses keyboard or mouse. This cross-platform and cross-browser game was tested under BeOS, Linux, NetBSD, OpenBSD, FreeBSD, Windows and others.Quick Data Processor: A simple and quick data processor for csv files.SFProject: It'll be a game at some pointsilverlight ? flash? policy ??: silverlight? flash? policy socket server? ??Universe.WCF.Behaviors: Universe.WCF.Behaviors provides behaviors: - Easy migration from Remoting - Transparent delivery - Traffic Statistics - WCF Streaming Adaptor for BinaryWriter and TextWriter - etc WowDotNetAPI for Silverlight: Silverlight class library implementation of Briam Ramos World Of Warcraft WowDotNetAPI .NET library on GitHub ( https://github.com/briandek/WowDotNetAPI ) C# .Net library to access the new World of Warcraft Community Platform API.WP7NUMConvert: A really simple project to create a small library for number conversions in multiple formats. Written in VB for Windows PhoneWPF CodeEditor: The Dev Tools project is intended to contain a set of features, tools & controls useful for development purposes.

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  • CodePlex Daily Summary for Friday, November 30, 2012

    CodePlex Daily Summary for Friday, November 30, 2012Popular ReleasesTFS Branch Permission Removal Event Subscriber: Release 1.0: first release of the Branch Security Inherit Only libraryMagelia WebStore Open-source Ecommerce software: Magelia WebStore 2.2: new UI for the Administration console Bugs fixes and improvement version 2.2.215.3JayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.2.5: What's new in JayData 1.2.5For detailed release notes check the release notes. Handlebars template engine supportImplement data manager applications with JayData using Handlebars.js for templating. Include JayDataModules/handlebars.js and begin typing the mustaches :) Blogpost: Handlebars templates in JayData Handlebars helpers and model driven commanding in JayData Easy JayStorm cloud data managementManage cloud data using the same syntax and data management concept just like any other data ...nopCommerce. Open source shopping cart (ASP.NET MVC): nopcommerce 2.70: Highlight features & improvements: • Performance optimization. • Search engine optimization. ID-less URLs for products, categories, and manufacturers. • Added ACL support (access control list) on products and categories. • Minify and bundle JavaScript files. • Allow a store owner to decide which billing/shipping address fields are enabled/disabled/required (like it's already done for the registration page). • Moved to MVC 4 (.NET 4.5 is required). • Now Visual Studio 2012 is required to work ...SQL Server Partition Management: Partition Management Release 3.0: Release 3.0 adds support for SQL Server 2012 and is backward compatible with SQL Server 2008 and 2005. The release consists of: • A Readme file • The Executable • The source code (Visual Studio project) Enhancements include: -- Support for Columnstore indexes in SQL Server 2012 -- Ability to create TSQL scripts for staging table and index creation operations -- Full support for global date and time formats, locale independent -- Support for binary partitioning column types -- Fixes to is...NHook - A debugger API: NHook 1.0: x86 debugger Resolve symbol from MS Public server Resolve RVA from executable's image Add breakpoints Assemble / Disassemble target process assembly More information here, you can also check unit tests that are real sample code.PDF Library: PDFLib v2.0: Release notes This new version include many bug fixes and include support for stream objects and cross-reference object streams. New FeatureExtract images from the PDFCommand Line Parser Library: 1.9.3.23 beta: Fixes an issue notified by github user sbambrick about parsing negative numbers.MCEBuddy 2.x: MCEBuddy 2.3.10: Critical Update to 2.3.9: Changelog for 2.3.10 (32bit and 64bit) 1. AsfBin executable missing from build 2. Removed extra references from build to avoid conflict 3. Showanalyzer installation now checked on remote engine machine Changelog for 2.3.9 (32bit and 64bit) 1. Added support for WTV output profile 2. Added support for minimizing MCEBuddy to the system tray 3. Added support for custom archive folder 4. Added support to disable subdirectory monitoring 5. Added support for better TS fil...DotNetNuke® Community Edition CMS: 07.00.00: Major Highlights Fixed issue that caused profiles of deleted users to be available Removed the postback after checkboxes are selected in Page Settings > Taxonomy Implemented the functionality required to edit security role names and social group names Fixed JavaScript error when using a ";" semicolon as a profile property Fixed issue when using DateTime properties in profiles Fixed viewstate error when using Facebook authentication in conjunction with "require valid profile fo...CODE Framework: 4.0.21128.0: See change notes in the documentation section for details on what's new.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.76: Fixed a typo in ObjectLiteralProperty.IsConstant that caused all object literals to be treated like they were constants, and possibly moved around in the code when they shouldn't be.Kooboo CMS: Kooboo CMS 3.3.0: New features: Dropdown/Radio/Checkbox Lists no longer references the userkey. Instead they refer to the UUID field for input value. You can now delete, export, import content from database in the site settings. Labels can now be imported and exported. You can now set the required password strength and maximum number of incorrect login attempts. Child sites can inherit plugins from its parent sites. The view parameter can be changed through the page_context.current value. Addition of c...Team Foundation Server Administration Tool: 2.2: TFS Administration Tool 2.2 supports the Team Foundation Server 2012 Object Model. Visual Studio 2012 or Team Explorer 2012 must be installed before you can install this tool. You can download and install Team Explorer 2012 from http://aka.ms/TeamExplorer2012. There are no functional changes between the previous release (2.1) and this release.Coding Guidelines for C# 3.0, C# 4.0 and C# 5.0: Coding Guidelines for CSharp 3.0, 4.0 and 5.0: See Change History for a detailed list of modifications.Math.NET Numerics: Math.NET Numerics v2.3.0: Portable Library Build: Adds support for WP8 (.Net 4.0 and higher, SL5, WP8 and .NET for Windows Store apps) New: portable build also for F# extensions (.Net 4.5, SL5 and .NET for Windows Store apps) NuGet: portable builds are now included in the main packages, no more need for special portable packages Linear Algebra: Continued major storage rework, in this release focusing on vectors (previous release was on matrices) Thin QR decomposition (in addition to existing full QR) Static Cr...ExtJS based ASP.NET 2.0 Controls: FineUI v3.2.1: +2012-11-25 v3.2.1 +????????。 -MenuCheckBox?CheckedChanged??????,??????????。 -???????window.IDS??????????????。 -?????(??TabCollection,ControlBaseCollection)???,????????????????。 +Grid??。 -??SelectAllRows??。 -??PageItems??,?????????????,?????、??、?????。 -????grid/gridpageitems.aspx、grid/gridpageitemsrowexpander.aspx、grid/gridpageitems_pagesize.aspx。 -???????????????????。 -??ExpandAllRowExpanders??,?????????????????(grid/gridrowexpanderexpandall2.aspx)。 -??????ExpandRowExpande...VidCoder: 1.4.9 Beta: Updated HandBrake core to SVN 5079. Fixed crashes when encoding DVDs with title gaps.ZXing.Net: ZXing.Net 0.10.0.0: On the way to a release 1.0 the API should be stable now with this version. sync with rev. 2521 of the java version windows phone 8 assemblies improvements and fixesBlackJumboDog: Ver5.7.3: 2012.11.24 Ver5.7.3 (1)SMTP???????、?????????、??????????????????????? (2)?????????、?????????????????????????? (3)DNS???????CNAME????CNAME????????????????? (4)DNS????????????TTL???????? (5)???????????????????????、?????????????????? (6)???????????????????????????????New ProjectsAlpha Solutions Software Engineering Group Project: A Software Engineering Group Project from the University of Northampton.Arduino_Color_Tracker: CMUCAM arduino code for tracking the amount a pixels of the color being tracked.CAudioEndpointVolume: CAudioEndpointVolume for 32 bit and 64 bit Microsoft Office VBACollaborationItem: ?????????????codeplex??,???????????.Commerce Server Contrib Code Generation: A dll and set of T4 templates that help you generate code for interacting with Commerce Server.Commerce Server Contrib Site Templates: A set of site templates and libraries to help you get started with developing sites for Commerce Server.Creation Kit - Script Editor: CKSE is a script editor for Skyrim Papyrus scripts at the moment. Extending to other games is plannned.CSR Fiddle: CSR Fiddle is an App for SharePoint that allows you to "fiddle" with your list and form templates right from the browser.DNN RTL: RTL (Hebrew, Farsi, Arabic etc.) CSS files for Dotnetnuke. CSS files for right to left DNN sites. Dynamic Query: Uses expression tree to dynamically generate Entity Framework query. Also contains tool set for easy integration with asp.net mvc websites.FinalFrontier Autopilot: Autopilot for FinalFrontier MudHorror Encode: ¿pIEnSaS QUe eScRIbiR así eS SoLo PARA ReTrASadOS? Piénsalo dos veces, puede ser que haya un mensaje oculto y tú sólo estés suponiendo demasiado.Interop 2: Microformats for Azure Cloud with OData-InterfaceIT Security Feed Reader: Este es el proyecto de ISec PeruIVO 12_13 A5 Programmeren1 Lessen: Lessen voor de module A5 Programmeren 1 IVO Brugge William SchokkeléLingo: Lingo is a word game developed for Windows Phone 8. It's some sort of word version of Mastermind where you have to guess words in the least amount of guesses.one day one demo: Demos while learning, developing .NET programming skills, e.g. C#, Winform, WPF, WCF, ASP.NET, etc.PDF odd even merger: Merge odd pages with even pages, Useful when you scan a lot of pages from both sides and want to use a feeder ....Print list view button on SharePoint 2010 Ribbon: SP feature with new functionality where you can add "Print Button" on each type of SharePoint lists, even if it is SharePoint Calendar list,Document librariessevengen : 7 segment code calculator and generator: this software helps electrical engineers to calculate codes used in microcontrollers firmwares. SMBC Feebback Module: Bespoke feedback moduleSQL Server Compact Merge Replication Library: This library simplifies the code to do Merge Replication from a SQL Server Compact 3.5 SP2 client, with useful helper methods.Subnetwork Toolkit: The Subnetwork Toolkit is a set of tools to analyze biological subnetworks.uTreeFormat: Umbraco Tree Formatting You can format every documenttype you want by using the alias in the config. Currently only the nodetype 'content' is supported.

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  • CodePlex Daily Summary for Thursday, November 29, 2012

    CodePlex Daily Summary for Thursday, November 29, 2012Popular ReleasesJayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.2.5: What's new in JayData 1.2.5For detailed release notes check the release notes. Handlebars template engine supportImplement data manager applications with JayData using Handlebars.js for templating. Include JayDataModules/handlebars.js and begin typing the mustaches :) Blogpost: Handlebars templates in JayData Handlebars helpers and model driven commanding in JayData Easy JayStorm cloud data managementManage cloud data using the same syntax and data management concept just like any other data ...nopCommerce. Open source shopping cart (ASP.NET MVC): nopcommerce 2.70: Highlight features & improvements: • Performance optimization. • Search engine optimization. ID-less URLs for products, categories, and manufacturers. • Added ACL support (access control list) on products and categories. • Minify and bundle JavaScript files. • Allow a store owner to decide which billing/shipping address fields are enabled/disabled/required (like it's already done for the registration page). • Moved to MVC 4 (.NET 4.5 is required). • Now Visual Studio 2012 is required to work ...SQL Server Partition Management: Partition Management Release 3.0: Release 3.0 adds support for SQL Server 2012 and is backward compatible with SQL Server 2008 and 2005. The release consists of: • A Readme file • The Executable • The source code (Visual Studio project) Enhancements include: -- Support for Columnstore indexes in SQL Server 2012 -- Ability to create TSQL scripts for staging table and index creation operations -- Full support for global date and time formats, locale independent -- Support for binary partitioning column types -- Fixes to is...PDF Library: PDFLib v2.0: Release notes This new version include many bug fixes and include support for stream objects and cross-reference object streams. New FeatureExtract images from the PDFMCEBuddy 2.x: MCEBuddy 2.3.10: Critical Update to 2.3.9: Changelog for 2.3.10 (32bit and 64bit) 1. AsfBin executable missing from build 2. Removed extra references from build to avoid conflict 3. Showanalyzer installation now checked on remote engine machine Changelog for 2.3.9 (32bit and 64bit) 1. Added support for WTV output profile 2. Added support for minimizing MCEBuddy to the system tray 3. Added support for custom archive folder 4. Added support to disable subdirectory monitoring 5. Added support for better TS fil...DotNetNuke® Community Edition CMS: 07.00.00: Major Highlights Fixed issue that caused profiles of deleted users to be available Removed the postback after checkboxes are selected in Page Settings > Taxonomy Implemented the functionality required to edit security role names and social group names Fixed JavaScript error when using a ";" semicolon as a profile property Fixed issue when using DateTime properties in profiles Fixed viewstate error when using Facebook authentication in conjunction with "require valid profile fo...CODE Framework: 4.0.21128.0: See change notes in the documentation section for details on what's new.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.76: Fixed a typo in ObjectLiteralProperty.IsConstant that caused all object literals to be treated like they were constants, and possibly moved around in the code when they shouldn't be.Kooboo CMS: Kooboo CMS 3.3.0: New features: Dropdown/Radio/Checkbox Lists no longer references the userkey. Instead they refer to the UUID field for input value. You can now delete, export, import content from database in the site settings. Labels can now be imported and exported. You can now set the required password strength and maximum number of incorrect login attempts. Child sites can inherit plugins from its parent sites. The view parameter can be changed through the page_context.current value. Addition of c...Distributed Publish/Subscribe (Pub/Sub) Event System: Distributed Pub Sub Event System Version 3.0: Important Wsp 3.0 is NOT backward compatible with Wsp 2.1. Prerequisites You need to install the Microsoft Visual C++ 2010 Redistributable Package. You can find it at: x64 http://www.microsoft.com/download/en/details.aspx?id=14632x86 http://www.microsoft.com/download/en/details.aspx?id=5555 Wsp now uses Rx (Reactive Extensions) and .Net 4.0 3.0 Enhancements I changed the topology from a hierarchy to peer-to-peer groups. This should provide much greater scalability and more fault-resi...datajs - JavaScript Library for data-centric web applications: datajs version 1.1.0: datajs is a cross-browser and UI agnostic JavaScript library that enables data-centric web applications with the following features: OData client that enables CRUD operations including batching and metadata support using both ATOM and JSON payloads. Single store abstraction that provides a common API on top of HTML5 local storage technologies. Data cache component that allows reading data ranges from a collection and storing them locally to reduce the number of network requests. Changes...Team Foundation Server Administration Tool: 2.2: TFS Administration Tool 2.2 supports the Team Foundation Server 2012 Object Model. Visual Studio 2012 or Team Explorer 2012 must be installed before you can install this tool. You can download and install Team Explorer 2012 from http://aka.ms/TeamExplorer2012. There are no functional changes between the previous release (2.1) and this release.Coding Guidelines for C# 3.0, C# 4.0 and C# 5.0: Coding Guidelines for CSharp 3.0, 4.0 and 5.0: See Change History for a detailed list of modifications.Math.NET Numerics: Math.NET Numerics v2.3.0: Portable Library Build: Adds support for WP8 (.Net 4.0 and higher, SL5, WP8 and .NET for Windows Store apps) New: portable build also for F# extensions (.Net 4.5, SL5 and .NET for Windows Store apps) NuGet: portable builds are now included in the main packages, no more need for special portable packages Linear Algebra: Continued major storage rework, in this release focusing on vectors (previous release was on matrices) Thin QR decomposition (in addition to existing full QR) Static Cr...ExtJS based ASP.NET 2.0 Controls: FineUI v3.2.1: +2012-11-25 v3.2.1 +????????。 -MenuCheckBox?CheckedChanged??????,??????????。 -???????window.IDS??????????????。 -?????(??TabCollection,ControlBaseCollection)???,????????????????。 +Grid??。 -??SelectAllRows??。 -??PageItems??,?????????????,?????、??、?????。 -????grid/gridpageitems.aspx、grid/gridpageitemsrowexpander.aspx、grid/gridpageitems_pagesize.aspx。 -???????????????????。 -??ExpandAllRowExpanders??,?????????????????(grid/gridrowexpanderexpandall2.aspx)。 -??????ExpandRowExpande...VidCoder: 1.4.9 Beta: Updated HandBrake core to SVN 5079. Fixed crashes when encoding DVDs with title gaps.ZXing.Net: ZXing.Net 0.10.0.0: On the way to a release 1.0 the API should be stable now with this version. sync with rev. 2521 of the java version windows phone 8 assemblies improvements and fixesBlackJumboDog: Ver5.7.3: 2012.11.24 Ver5.7.3 (1)SMTP???????、?????????、??????????????????????? (2)?????????、?????????????????????????? (3)DNS???????CNAME????CNAME????????????????? (4)DNS????????????TTL???????? (5)???????????????????????、?????????????????? (6)???????????????????????????????Liberty: v3.4.3.0 Release 23rd November 2012: Change Log -Added -H4 A dialog which gives further instructions when attempting to open a "Halo 4 Data" file -H4 Added a short note to the weapon editor stating that dropping your weapons will cap their ammo -Reach Edit the world's gravity -Reach Fine invincibility controls in the object editor -Reach Edit object velocity -Reach Change the teams of AI bipeds and vehicles -Reach Enable/disable fall damage on the biped editor screen -Reach Make AIs deaf and/or blind in the objec...Umbraco CMS: Umbraco 4.11.1: NugetNuGet BlogRead the release blog post for 4.11.0. Read the release blog post for 4.11.1. Whats new50 bugfixes (see the issue tracker for a complete list) Read the documentation for the MVC bits. Breaking changesGetPropertyValue now returns an object, not a string (only affects upgrades from 4.10.x to 4.11.0) NoteIf you need Courier use the release candidate (as of build 26). The code editor has been greatly improved, but is sometimes problematic in Internet Explorer 9 and lower. Pr...New ProjectsConvection Game API: A basic game API written in C# using XNA 4.0CS^2 (Casaba's Simple Code Scanner): Casaba's simple code scanner is a tool for managing greps to be run over a source tree and correlating those greps to issues for bug generation. CSparse.NET: A Concise Sparse Matrix Package for .NETDocument Generation Utility: This is about extracting different XML entities and wrapping up with jumbled legal English alphabets and outputs as per File format defined in settings.DuinoExplorer: file manager, http, remote, copy & pasteGenomeOS: An experimental x86 object-oriented operanting system programmed in C/C++ and x86 intel assemblyHush.Project: DatabaseInvi: NALibreTimeTracker Client: Free alternative to the original TimeTracker Client.MO Virtual Router: Virtual Router For Windows 8My Word Game Publisher: This is a full web application which is developed in .NET 2.0 using c#, xml, MS SQL, aspx.MyWGP XmlDataValidator: This is designed and developed (in Silverlight 2, C#) to validate the requirements of data in xml files: the type & size of data, and the requirement status. It allows a user to choose the type of data, enter min & max size, and check the requirement status for data elements.OMX_AL_test_environment: OMX application layer simulation/testing environmentOrchard Coverflow: An Orchard CMS module that provides a way to create iTunes-like coverflow displays out of your Media items.SharePoint standart list form javascript utility (SPListFormUtility): SPListFormUtility is a small JavaScript library, that helps control the appearance and behavior of standart SharePoint list forms. SharePoint 2010, 2013 supportShuttle Core: Shuttle Core is a project that contains cross-cutting libraries for use in .net software development. The Prism architecture lack for the Interactions!: The Prism architecture lack for the Interactions! (Silverlight) The defect opens a popups more then once and creates memory leaks. Example of the lack here.YouCast: YouCast (from YouTube and Podcast) allows you to subscribe to video feeds on YouTube* as podcasts in any standard podcatcher like Zune PC, iTunes and so forth.ZEFIT: Zeiterfassungstool als Projekt im 4.Lehrjahr als Informatiker an der GIBB in Bern????: ?Windows Phone?????,??Windows Phone??????????????。

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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  • CodePlex Daily Summary for Monday, November 26, 2012

    CodePlex Daily Summary for Monday, November 26, 2012Popular ReleasesRedmine Reports: Redmine Reports V 1.0.7: added new sample report added new DateRange feature for report generation (see issue Tracker ID 15372) updated to latest MySql (6.6.4.0)sb0t v.5: sb0t 5.00 alpha 4: First public alpha release. Don't be surprised if it crashes. :)datajs - JavaScript Library for data-centric web applications: datajs version 1.1.0: datajs is a cross-browser and UI agnostic JavaScript library that enables data-centric web applications with the following features: OData client that enables CRUD operations including batching and metadata support using both ATOM and JSON payloads. Single store abstraction that provides a common API on top of HTML5 local storage technologies. Data cache component that allows reading data ranges from a collection and storing them locally to reduce the number of network requests. Changes...VFPX: Code Analyst 1.0.3: Code Analyst 1.0.3 addresses a bug discovered with FoxCodePlus where the initialization code does not properly recognize the location of the folder as well as some of the open issues in the Issue Tracker.Team Foundation Server Administration Tool: 2.2: TFS Administration Tool 2.2 supports the Team Foundation Server 2012 Object Model. Visual Studio 2012 or Team Explorer 2012 must be installed before you can install this tool. You can download and install Team Explorer 2012 from http://aka.ms/TeamExplorer2012. There are no functional changes between the previous release (2.1) and this release.XrmServiceToolkit - A CRM 2011 JavaScript Library: XrmServiceToolkit 1.3.1: Version: 1.3.1 Date: November, 2012 Dependency: JSON2, jQuery (latest or 1.7.2 above) New Feature - A change of logic to increase peroformance when returning large number of records New Function - XrmServiceToolkit.Soap.QueryAll: Return all available records by query options (>5k+) New Fix - XrmServiceToolkit.Rest.RetrieveMultiple not returning records more than 50 New Fix - XrmServiceToolkit.Soap.Business error when refering number fields like (int, double, float) New ...Coding Guidelines for C# 3.0, C# 4.0 and C# 5.0: Coding Guidelines for CSharp 3.0, 4.0 and 5.0: See Change History for a detailed list of modifications.Math.NET Numerics: Math.NET Numerics v2.3.0: Portable Library Build: Adds support for WP8 (.Net 4.0 and higher, SL5, WP8 and .NET for Windows Store apps) New: portable build also for F# extensions (.Net 4.5, SL5 and .NET for Windows Store apps) NuGet: portable builds are now included in the main packages, no more need for special portable packages Linear Algebra: Continued major storage rework, in this release focusing on vectors (previous release was on matrices) Thin QR decomposition (in addition to existing full QR) Static Cr...ExtJS based ASP.NET 2.0 Controls: FineUI v3.2.1: +2012-11-25 v3.2.1 +????????。 -MenuCheckBox?CheckedChanged??????,??????????。 -???????window.IDS??????????????。 -?????(??TabCollection,ControlBaseCollection)???,????????????????。 +Grid??。 -??SelectAllRows??。 -??PageItems??,?????????????,?????、??、?????。 -????grid/gridpageitems.aspx、grid/gridpageitemsrowexpander.aspx、grid/gridpageitems_pagesize.aspx。 -???????????????????。 -??ExpandAllRowExpanders??,?????????????????(grid/gridrowexpanderexpandall2.aspx)。 -??????ExpandRowExpande...VidCoder: 1.4.9 Beta: Updated HandBrake core to SVN 5079. Fixed crashes when encoding DVDs with title gaps.ZXing.Net: ZXing.Net 0.10.0.0: On the way to a release 1.0 the API should be stable now with this version. sync with rev. 2521 of the java version windows phone 8 assemblies improvements and fixesCharmBar: Windows 8 Charm Bar for Windows 7: Windows 8 Charm Bar for Windows 7BlackJumboDog: Ver5.7.3: 2012.11.24 Ver5.7.3 (1)SMTP???????、?????????、??????????????????????? (2)?????????、?????????????????????????? (3)DNS???????CNAME????CNAME????????????????? (4)DNS????????????TTL???????? (5)???????????????????????、?????????????????? (6)???????????????????????????????Liberty: v3.4.3.0 Release 23rd November 2012: Change Log -Added -H4 A dialog which gives further instructions when attempting to open a "Halo 4 Data" file -H4 Added a short note to the weapon editor stating that dropping your weapons will cap their ammo -Reach Edit the world's gravity -Reach Fine invincibility controls in the object editor -Reach Edit object velocity -Reach Change the teams of AI bipeds and vehicles -Reach Enable/disable fall damage on the biped editor screen -Reach Make AIs deaf and/or blind in the objec...Umbraco CMS: Umbraco 4.11.0: NugetNuGet BlogRead the release blog post for 4.11.0. Whats new50 bugfixes (see the issue tracker for a complete list) Read the documentation for the MVC bits. Breaking changesGetPropertyValue now returns an object, not a string (only affects upgrades from 4.10.x to 4.11.0) NoteIf you need Courier use the release candidate (as of build 26). The code editor has been greatly improved, but is sometimes problematic in Internet Explorer 9 and lower. Previously it was just disabled for IE and...Audio Pitch & Shift: Audio Pitch And Shift 5.1.0.3: Fixed supported files list on open dialog (added .pls and .m3u) Impulse Media Player splash message (can be disabled anyway)WiX Toolset: WiX v3.7 RC: WiX v3.7 RC (3.7.1119.0) provides feature complete Bundle update and reference tracking plus several bug fixes. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/11/20/WiX-v3.7-Release-Candidate-availablePicturethrill: Version 2.11.20.0: Fixed up Bing image provider on Windows 8Excel AddIn to reset the last worksheet cell: XSFormatCleaner.xla: Modified the commandbar code to use CommandBar IDs instead of English names.Json.NET: Json.NET 4.5 Release 11: New feature - Added ITraceWriter, MemoryTraceWriter, DiagnosticsTraceWriter New feature - Added StringEscapeHandling with options to escape HTML and non-ASCII characters New feature - Added non-generic JToken.ToObject methods New feature - Deserialize ISet<T> properties as HashSet<T> New feature - Added implicit conversions for Uri, TimeSpan, Guid New feature - Missing byte, char, Guid, TimeSpan and Uri explicit conversion operators added to JToken New feature - Special case...New ProjectsAirlocker: Airlocker is a lightweight yet effective backup software. Right-click your folder, select "Send To -> Airlocker", and that's all! Next time you do it, only new & changed files will be copied.Architecture Lab: Domain as XML: Domain as XML - Driven Development: Visual Studio Code SamplesBase de datos 2 Farmacia distribuida: This is my summaryBullfrog project 2k11: This project was our entry for the XNA challenge 2011 at Games Fleadh. This is currently being used for a college project.CedarLogic SharePoint Utilities and Extensions: Various utilities, tools, features that provide cross cutting capabilities in support of Windows SharePoint Services 3.0 and Microsoft Office SharePoint Server 2007.Concurrent Extensions Library (CEL): Concurrent Extensions Library (CEL) provides functionality and implementations commonly useful in concurrent programming. CookieChipper - Tasty treats!: Explore your IE cookie cache dispaying forensic information, lock favorite cookies, delete all unlocked, search, manage, enjoy!CqRS Event Sourcing Sample: CqRS SampleCrivo de Erastóteles: Simples programa que devolve à você todos os números primos entre 1 e 1 bilhão em um arquivo de saída chamado "primos.txt" Simply program returns all prime numbers from 1 to 1 bi into a "primos.txt" out file.DonNicky.Common: A set of helpers for everyday coding: extensions for common purpose classes like Type, IEnumerable or Assembly, reflection routines, xml parsing and validation.DotNetDevNet iPhone App: Now you can find out what meetings are being held at DotNetDevNet through your iPhone. Information on the meeting and the speakersEuro for Windows XP: A simple tool and sample to change Estonian currency from Estonian Krone (kr) to Euro (€). Applies to all versions of Windows and from .NET 2.0 which is default build. The sample creates a custom locale and updates existing users through Registry.Floridum: Project for a XML Database.FsSignals: FsSignals is a push reactive library. Fuse8.CMF: Free Content Management System based on Microsoft ASP.NET MVC 3Fuse8.DF.Practicies: Domain Framework Best practicesFuse8.GlobalisationFramework: GlobalizationHatena Netfx Library: .NET Library for Hatena Services.Ideopuzzle: A puzzle gameinohigo: a programming language that was developed by inohiro.jasBetaApplication: Beta place for the JAS-applicationJasmine - Community Management Infrastructure: "Jasmine" is a XML based Community Management Infrastructure.Jupiter Toolkit: Jupiter Toolkit was a temporary name used for WinRT XAML Toolkit. If you clicked a link to get here - replace jupitertoolkit with winrtxamltoolkit in the URL.Kiwi Repo: Il modo più semplice per creare e gestire i tuoi repository cydia su windowsKnak: .NET APIs for CLR Type Mapping and Micro-ORM. Fast and intuitive, convention based, delivered in small C# source files.Micajah Mindtouch Deki Wiki Copier: Small C# application to move data between 2 Deki Wiki installs or, more importantly, from a wik.is account to a locally installed systemmisframework: misframeworkMulyareksa Jayasakti Accounting: Sistem Informasi Akunting Penjualan Jasa PT Mulyareksa Jayasakti SemarangMutualGuaranteeOnlineServices: MutualGuaranteeOnlineServicesMySQL PowerShell Extensions: MySQL PowerShell Extensions Provides a set of PowerShell Cmdlets to manipulate remote or local MySQL Database Server.Old Book Transaction: Website trao d?i sách cu.OneFineDay: ???Paymill Wrapper .NET: Paymill Wrapper. NET is an API for easy integration for recurring billings and payments online through the product https://www.paymill.comPoliceHealth: Police Health SystemRbac_Eshoping: Rbac Std ProjectRhombus: Rhombus is a suite of applications to make it easier for small software teams to document what they and others are doing with a minimum of effort. It is developed on the .NET 4.0 framework, primarily in C# and ASP.NET.Rollout Sharepoint Solutions - ROSS: ROSS performs the following actions: - Delete sitecollection and restart services - 'Get Latest Version' from SourceSafe - Rebuild Solution - Install all wsp solutions - Create SiteCollections - Check for build en provisioning errors - Send email to developers if errors occurredRooBooks: RooBooks - Books management tool for students and such. (circa 2004)SEI_Parkour: “Project ParkOUR” is the codename for the product being developed by members of the Software Engineering Incorporated team.Simple Memory: A simple Memory. You can define the dimension x*y. Also there are two playing modes possible. - Pairs with the same cards (classical memory) - Pairs with different cards (find the same meaning)Simples: A dot-net-a-ma-bob eco-system designed to be 'simples' to use.Slatebox.js: Real-time mind-mapping and concept drawing.Sychevs: ?????????? ?????Tambourine.NUnit: Provides pivot report creating from NUnit combinatorial test result xml files. Also supports viewing of pivot data and its exporting to xlsx.TheAssassin's OpenSource Software: Open source software for everyone's use. Mostly written in Python 3 (3.2, 3.3).Titan: a lightweight object-relational mapping framework TT: Awesome TT appUkázkové projekty: Obsahuje ukázkové projekty uživatele TenCoKaciStromy.Unified Cloud API: This API aims to provide a single interface for different cloud-based services and their corresponding providers.VolgaTransTelecomClient: VolgaTransTelecomClient makes it easier for clients of "Volga TransTelecom" company to get info about account. It's developed in C#.Windows Phone Shortcuts: This a windows phone app project. Shortcuts for Bluetooth, Wi-Fi, Cellular, Airplane Mode from the Start Screen.WPFResumeVideo: Play video on any computer, and resume where you left offWyvern's Depot: Personal code repository.?????????: ??????????,???。

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  • CodePlex Daily Summary for Wednesday, November 28, 2012

    CodePlex Daily Summary for Wednesday, November 28, 2012Popular ReleasesCommand Line Parser Library: 1.9.3.23 beta: Fixes an issue notified by github user sbambrick about parsing negative numbers.MCEBuddy 2.x: MCEBuddy 2.3.10: Critical Update to 2.3.9: Changelog for 2.3.10 (32bit and 64bit) 1. AsfBin executable missing from build 2. Removed extra references from build to avoid conflict 3. Showanalyzer installation now checked on remote engine machine Changelog for 2.3.9 (32bit and 64bit) 1. Added support for WTV output profile 2. Added support for minimizing MCEBuddy to the system tray 3. Added support for custom archive folder 4. Added support to disable subdirectory monitoring 5. Added support for better TS fil...DotNetNuke® Community Edition CMS: 07.00.00: Major Highlights Fixed issue that caused profiles of deleted users to be available Removed the postback after checkboxes are selected in Page Settings > Taxonomy Implemented the functionality required to edit security role names and social group names Fixed JavaScript error when using a ";" semicolon as a profile property Fixed issue when using DateTime properties in profiles Fixed viewstate error when using Facebook authentication in conjunction with "require valid profile fo...CODE Framework: 4.0.21128.0: See change notes in the documentation section for details on what's new.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.76: Fixed a typo in ObjectLiteralProperty.IsConstant that caused all object literals to be treated like they were constants, and possibly moved around in the code when they shouldn't be.Kooboo CMS: Kooboo CMS 3.3.0: New features: Dropdown/Radio/Checkbox Lists no longer references the userkey. Instead they refer to the UUID field for input value. You can now delete, export, import content from database in the site settings. Labels can now be imported and exported. You can now set the required password strength and maximum number of incorrect login attempts. Child sites can inherit plugins from its parent sites. The view parameter can be changed through the page_context.current value. Addition of c...Facebook Windows 8 Sample: Facebook Windows 8 Sample: The current drop holds two versions of the sample: A basic version that uses a Facebook application to list the content of facebook page. A full version including the use of Bing Maps sdk for positioning the restaurant in a map, and showing how to get there. See Developing a Windows Store App to learn how to use the Bing Maps AJAX Control to add Bing Maps to your Windows Store app.Distributed Publish/Subscribe (Pub/Sub) Event System: Distributed Pub Sub Event System Version 3.0: Important Wsp 3.0 is NOT backward compatible with Wsp 2.1. Prerequisites You need to install the Microsoft Visual C++ 2010 Redistributable Package. You can find it at: x64 http://www.microsoft.com/download/en/details.aspx?id=14632x86 http://www.microsoft.com/download/en/details.aspx?id=5555 Wsp now uses Rx (Reactive Extensions) and .Net 4.0 3.0 Enhancements I changed the topology from a hierarchy to peer-to-peer groups. This should provide much greater scalability and more fault-resi...datajs - JavaScript Library for data-centric web applications: datajs version 1.1.0: datajs is a cross-browser and UI agnostic JavaScript library that enables data-centric web applications with the following features: OData client that enables CRUD operations including batching and metadata support using both ATOM and JSON payloads. Single store abstraction that provides a common API on top of HTML5 local storage technologies. Data cache component that allows reading data ranges from a collection and storing them locally to reduce the number of network requests. Changes...Team Foundation Server Administration Tool: 2.2: TFS Administration Tool 2.2 supports the Team Foundation Server 2012 Object Model. Visual Studio 2012 or Team Explorer 2012 must be installed before you can install this tool. You can download and install Team Explorer 2012 from http://aka.ms/TeamExplorer2012. There are no functional changes between the previous release (2.1) and this release.XrmServiceToolkit - A CRM 2011 JavaScript Library: XrmServiceToolkit 1.3.1: Version: 1.3.1 Date: November, 2012 Dependency: JSON2, jQuery (latest or 1.7.2 above) New Feature - A change of logic to increase peroformance when returning large number of records New Function - XrmServiceToolkit.Soap.QueryAll: Return all available records by query options (>5k+) New Fix - XrmServiceToolkit.Rest.RetrieveMultiple not returning records more than 50 New Fix - XrmServiceToolkit.Soap.Business error when refering number fields like (int, double, float) New ...Coding Guidelines for C# 3.0, C# 4.0 and C# 5.0: Coding Guidelines for CSharp 3.0, 4.0 and 5.0: See Change History for a detailed list of modifications.Math.NET Numerics: Math.NET Numerics v2.3.0: Portable Library Build: Adds support for WP8 (.Net 4.0 and higher, SL5, WP8 and .NET for Windows Store apps) New: portable build also for F# extensions (.Net 4.5, SL5 and .NET for Windows Store apps) NuGet: portable builds are now included in the main packages, no more need for special portable packages Linear Algebra: Continued major storage rework, in this release focusing on vectors (previous release was on matrices) Thin QR decomposition (in addition to existing full QR) Static Cr...ExtJS based ASP.NET 2.0 Controls: FineUI v3.2.1: +2012-11-25 v3.2.1 +????????。 -MenuCheckBox?CheckedChanged??????,??????????。 -???????window.IDS??????????????。 -?????(??TabCollection,ControlBaseCollection)???,????????????????。 +Grid??。 -??SelectAllRows??。 -??PageItems??,?????????????,?????、??、?????。 -????grid/gridpageitems.aspx、grid/gridpageitemsrowexpander.aspx、grid/gridpageitems_pagesize.aspx。 -???????????????????。 -??ExpandAllRowExpanders??,?????????????????(grid/gridrowexpanderexpandall2.aspx)。 -??????ExpandRowExpande...VidCoder: 1.4.9 Beta: Updated HandBrake core to SVN 5079. Fixed crashes when encoding DVDs with title gaps.ZXing.Net: ZXing.Net 0.10.0.0: On the way to a release 1.0 the API should be stable now with this version. sync with rev. 2521 of the java version windows phone 8 assemblies improvements and fixesBlackJumboDog: Ver5.7.3: 2012.11.24 Ver5.7.3 (1)SMTP???????、?????????、??????????????????????? (2)?????????、?????????????????????????? (3)DNS???????CNAME????CNAME????????????????? (4)DNS????????????TTL???????? (5)???????????????????????、?????????????????? (6)???????????????????????????????Liberty: v3.4.3.0 Release 23rd November 2012: Change Log -Added -H4 A dialog which gives further instructions when attempting to open a "Halo 4 Data" file -H4 Added a short note to the weapon editor stating that dropping your weapons will cap their ammo -Reach Edit the world's gravity -Reach Fine invincibility controls in the object editor -Reach Edit object velocity -Reach Change the teams of AI bipeds and vehicles -Reach Enable/disable fall damage on the biped editor screen -Reach Make AIs deaf and/or blind in the objec...Umbraco CMS: Umbraco 4.11.1: NugetNuGet BlogRead the release blog post for 4.11.0. Read the release blog post for 4.11.1. Whats new50 bugfixes (see the issue tracker for a complete list) Read the documentation for the MVC bits. Breaking changesGetPropertyValue now returns an object, not a string (only affects upgrades from 4.10.x to 4.11.0) NoteIf you need Courier use the release candidate (as of build 26). The code editor has been greatly improved, but is sometimes problematic in Internet Explorer 9 and lower. Pr...Audio Pitch & Shift: Audio Pitch And Shift 5.1.0.3: Fixed supported files list on open dialog (added .pls and .m3u) Impulse Media Player splash message (can be disabled anyway)New Projects[Mini Game] Roll the Dice !: By Dede Wahyu H. and Wahyu Dwi W - System Information students of Ma Chung University Malang Indonesia Features: -Dice gambling mini game -With Bet System -Placongtieudung: It can not be sharedCRM 2011 Activity Summary: Activity Summary is add-on to Microsoft Dynamics CRM 2011. It shows list of activities with convenient preview panel. The layout is similar to Microsoft OutlookDas Klub: Das Klub is an international Industrial Dance Kommunity Web Application. Live site is: http://dasklub.comDigital Image Processing Assignment #1: My prof asks me to write it.Eastridge Web Includes: Eastridge Web Includes gives SharePoint developers and designers the ability to include CSS and JavaScript in a more intelligent way.Exception Hub: ????????????,???? “????????” ??? “web????” ??。 ??????(webform/winform)??? “????????” ,????????Exception?????,?????????? “web????” ,??,????????????????,?????。Kanbanize! .NET: The Kanbanize! .NET project is a C#/.NET (4.0) library created for accessing the http://www.kanbanize.com Kanban board API.KnockoutSP: This is a javascript library that will create a knockout ViewModel for the lists and libraries on a sharepoint site. MailTool: MailToolmv0901blog: blog modelMyPocket: Personal Budget PlannerObservableEntityCollection: Observable Entity Collection class that overcome limitations of EntityCollection when binding in MVVM applications. Overview on this link: PCIIApps: Projetos de AulaPIINFO Prototype: Prototipo a ser presentado el ramo PIINFOPIM: Projeto desenvolvido para o curso de Análise e desenvolvimento de sistemas, 3º/4º semestre.Prose: Prose is an playground for an experimental JavaScript like language compiler. Eventually it will implement 0-CFA, CFA2, and a Tracing JITScapLIB: Light weight Screen capture Library for C# .NET. Designed to enable programmers to make high quality and performance Screen capture programs quickly and easily.SCD Merge Wizard: SCD Merge Wizard will help you generate query script for Slowly Changing Dimension (SCD) transformations using Microsoft's TSQL Merge statement.Semantria SDK: Turn Unstructured Content Into Actionable Data Semantria’s API helps organizations to extract meaning from large amounts of unstructured text.SharePoint Person or Group columns: In one of my recent client project, I had a requirement send out a reminder to all users in Person or Group columns from custom tasks list in custom timer job.shopabc: an shop demoSID and STAR generator: Generate SID, STAR and transition data for virtual ATC clients such as VRC.Sistema de Gestión de Trámite Documentario (SGTD): Sistema de Gestión de Trámite Documentario (SGTD)Sistema de Gestion Medica WEB: Sistema de Gestion Medica WEB Realido en C# 2010 Express Incluye: 1. Reporta de Evento Adverso 2. Estadistica Diaria de Medicos sp_wcProject: sp_wcProject is a stored procedure designed to allow you to easily define the projection of columns used in a table, view, or table valued function and then optionally run the query. The column names may be specified using wildcards, hence the "wc" name prefix. TimmyPersonal: PersonalTLDRML: Python/JSON inspired markup language designed to be extremely terse.Typing: Like Typeracer.comUdostepnianie plików: Takie tamWeather.com plug-in for HouseBot: This plug-in will parse the weather.com xml feed and display in HouseBot automation software. Please note that it requires the c# wrapper to work found here: http://www.housebot.com/forums/viewtopic.php?f=4&t=856395YoloEngine: Yolo Game Engine????: ???????????。

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