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  • (LWJGL) Pixel Unpack Buffer Object is Disabled? (glTextImage2D)

    - by OstlerDev
    I am trying to create a render target for my game so that I can re-render at a different screen size. But I am receiving the following error: Exception in thread "main" org.lwjgl.opengl.OpenGLException: Cannot use offsets when Pixel Unpack Buffer Object is disabled Here is the source code for my Render method: // clear screen GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Start FBO Rendering Code // The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer. int FramebufferName = GL30.glGenFramebuffers(); GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, FramebufferName); // The texture we're going to render to int renderedTexture = glGenTextures(); // "Bind" the newly created texture : all future texture functions will modify this texture glBindTexture(GL_TEXTURE_2D, renderedTexture); // Give an empty image to OpenGL ( the last "0" ) glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); // Poor filtering. Needed ! glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Set "renderedTexture" as our colour attachement #0 GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, renderedTexture, 0); // Set the list of draw buffers. IntBuffer drawBuffer = BufferUtils.createIntBuffer(20 * 20); GL20.glDrawBuffers(drawBuffer); // Always check that our framebuffer is ok if(GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) != GL30.GL_FRAMEBUFFER_COMPLETE){ System.out.println("Framebuffer was not created successfully! Exiting!"); return; } // Resets the current viewport GL11.glViewport(0, 0, scaleWidth*scale, scaleHeight*scale); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); // let subsystem paint if (callback != null) { callback.frameRendering(); } // update window contents Display.update(); It is crashing on this line: glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, 1024, 768, 0,GL_RGB, GL_UNSIGNED_BYTE, 0); I am not really sure why it is crashing and looking around I have not been able to find out why. Any help or insight would be greatly welcome.

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  • What is a currently a good game stack for simple Javascript 2D multiplatform game?

    - by JacobusR
    I'm looking for advice from someone can help me avoid common pitfalls in developing light weight, quick-to-market games. Yeah, I've heard of Google ;-), but a trip down Google lane does not beat solid experience from someone who has been down this path. I'm looking for advice from someone who works alone, or in a small team, and has developed some 2D games for mobile. My game ideas don't require intensive graphics, just simple arcade style glyphs and collision detection. My experience is mostly with Scala, Java and web technologies (Javascript, CSS, SVG, HTML, etc). My question is: Is there a nice stack that someone can suggest that will be a good fit for my skillset? I'm considering Javascript for simple 2D shooter games with simple multiplayer games being supported with a Scala server-side written on Spray. Is this silly? Should I rather look into things such as Unity 3D, and use it in 2D mode? For the actual game engine, something like the Sparrow Framework would be great, but it needs to be multiplatform.

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  • OpenGL: glGetError() returns invalid enum after call to glewInit()

    - by malymato
    I use GLEW and freeglut. For some reason, after a call to glewInit(), glGetError() returns error code 1280. Reinstalling the drivers didn't help. I tried to disable glewExperimental, it had no effect. Code worked before, but I am not aware of any changes I could possibly make. Here's my code: int main(int argc, char* argv[]) { GLenum GlewInitResult, res; InitWindow(argc, argv); res = glGetError(); // res = 0 glewExperimental = GL_TRUE; GlewInitResult = glewInit(); res = glGetError(); // res = 1280 glutMainLoop(); exit(EXIT_SUCCESS); } void InitWindow(int argc, char* argv[]) { glutInit(&argc, argv); glutInitContextVersion(4, 0); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutInitContextProfile(GLUT_CORE_PROFILE); glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); glutInitWindowPosition(0, 0); glutInitWindowSize(CurrentWidth, CurrentHeight); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); WindowHandle = glutCreateWindow(WINDOW_TITLE); GLenum errorCheckValue = glGetError(); if (WindowHandle < 1) { fprintf(stderr, "ERROR: Could not create new rendering window.\n"); exit(EXIT_FAILURE); } glutReshapeFunc(ResizeFunction); glutDisplayFunc(RenderFunction); glutIdleFunc(IdleFunction); glutTimerFunc(0, TimerFunction, 0); glutCloseFunc(Cleanup); glutKeyboardFunc(KeyboardFunction); } Could someone tell me what I am doing wrong? Thanks.

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  • Is it possible to render and style a <title> element from within the <head> of an html document?

    - by Brian Z
    Is it possible to render and style a <title> element from within the <head> of an html document? I thought it was impossible to render information from the <head>, but the system status page for 37signals.com seems to be doing just that - http://status.37signals.com/. If you inspect the element at the very top of the page, the text that reads "37signals System Status", you'll see that the part of the DOM that is generating the text is the <head>'s <title>, and the css is as follows: title { display: block; margin: 10px auto; max-width: 840px; width: 100%; padding: 0 20px; float: left; color: black; text-rendering: optimizelegibility; -moz-box-sizing: border-box; box-sizing: border-box; } Can someone confirm that the <title> info from the <head> is indeed what is being rendered? If so, can someone point to documentation that defines this capability as I have not found any? I have applied the above css to an html document on my local web server using the same browser (chromium, os x 10.8.5) as the 37signals site was viewed on, yet my file did not display the <head>'s <title>.

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  • OpenGL ES 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Is 'android_createDisplaySurface' compatible only for OGLES 1 and not for OGLES 2? Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • How to handle multiple effect files in XNA

    - by Adam 'Pi' Burch
    So I'm using ModelMesh and it's built in Effects parameter to draw a mesh with some shaders I'm playing with. I have a simple GUI that lets me change these parameters to my heart's desire. My question is, how do I handle shaders that have unique parameters? For example, I want a 'shiny' parameter that affects shaders with Phong-type specular components, but for an environment mapping shader such a parameter doesn't make a lot of sense. How I have it right now is that every time I call the ModelMesh's Draw() function, I set all the Effect parameters as so foreach (ModelMesh m in model.Meshes) { if (isDrawBunny == true)//Slightly change the way the world matrix is calculated if using the bunny object, since it is not quite centered in object space { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position + bunnyPositionTransform); } else //If not rendering the bunny, draw normally { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position); } foreach (Effect e in m.Effects) { Matrix ViewProjection = camera.ViewMatrix * camera.ProjectionMatrix; e.Parameters["ViewProjection"].SetValue(ViewProjection); e.Parameters["World"].SetValue(world); e.Parameters["diffuseLightPosition"].SetValue(lightPositionW); e.Parameters["CameraPosition"].SetValue(camera.Position); e.Parameters["LightColor"].SetValue(lightColor); e.Parameters["MaterialColor"].SetValue(materialColor); e.Parameters["shininess"].SetValue(shininess); //e.Parameters //e.Parameters["normal"] } m.Draw(); Note the prescience of the example! The solutions I've thought of involve preloading all the shaders, and updating the unique parameters as needed. So my question is, is there a best practice I'm missing here? Is there a way to pull the parameters a given Effect needs from that Effect? Thank you all for your time!

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  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • CodePlex Daily Summary for Saturday, October 19, 2013

    CodePlex Daily Summary for Saturday, October 19, 2013Popular ReleasesMedia Companion: Media Companion MC3.583b: As before release but fixed for no movie poster sourcesNew* Both - Added 'An' as option to ignore in title * Movie - Renaming - added %Z - Sorttitle to Legend * Movie - Renaming - added %O - Audio Channels to Legend * Movie - Remove a poster source from priority list. Reset List back to defaults. * Made Media Companion truly portable application. Fixed* Movie - browse for Poster Or Fanart, allows for jpg, tbn, png and bmp images * Movie - Alt Fanart Browser - Url or Browse window now fully...MoreTerra (Terraria World Viewer): MoreTerra 1.11.3.1: Release 1.11.3.1 ================ = New Features = ================ Added markers for Copper Cache, Silver Cache and the Enchanted Sword. ============= = Bug Fixes = ============= Use Official Colors now no longer tries to change the Draw Wires option instead. World reading was breaking for people with a stock 1.2 Terraria version. Changed world name reading so it does not crash the program if you load MoreTerra while Terraria is saving the world. =================== = Feature Removal = =...patterns & practices - Windows Azure Guidance: Cloud Design Patterns: 1st drop of Cloud Design Patterns project. It contains 14 patterns with 6 related guidance.Json.NET: Json.NET 5.0 Release 8: Fix - Fixed not writing string quotes when QuoteName is falsePowerShell Community Extensions: 3.1 Production: PowerShell Community Extensions 3.1 Release NotesOct 17, 2013 This version of PSCX supports Windows PowerShell 3.0 and 4.0 See the ReleaseNotes.txt download above for more information.SQL Power Doc: Version 1.0.2.1: Misc. bug fixes Added logic to resolve members of a Windows Group server login Added columns to Excel workbooks to show definitions for server permissions, server roles, database permissions, and database rolesSocial Network Importer for NodeXL: SocialNetImporter(v.1.9): This new version includes: - Download latest status update and use it as vertex tooltip - Limit the timelines to parse to me, my friends or both - Fixed some reported bugs about the fan page and group importer - Fixed the login bug reported latelyDotNetNuke® Wiki: 05.00.00: Changes made to better support upgrades and the removal of deprecated legacy files that were causing formatting issues. Updated the Version number to better indicate the significance of the C# migration and the new DNN 7.0.2 minimum requirement.TerrariViewer: TerrariViewer v7.1 [Terraria Inventory Editor]: You can now backspace in number fields Items added in 1.2.0.3 no longer corrupt player files Buff durations capped at 9999999 Item stacks capped at 9999999 Version info added Prefix IDs corrected Shoe and Eye color box are now properly clickable Moved Bank and Safe into their own tab Users will now be notified of new updatesPython Tools for Visual Studio: 2.0: PTVS 2.0 We’re pleased to announce the release of Python Tools for Visual Studio 2.0 RTM. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, Edit/Intellisense/Debug/Profile, Cloud, IPython, and cross platform and cross language debugging support. QUICK VIDEO OVERVIEW For a quick overview of the general IDE experience, please watch this v...C# Intellisense for Notepad++: Release v.1.0.8.2: Solved scrolling problem after DocumentFormatting Implemented "format as you type" --- To avoid the DLLs getting locked by OS use MSI file for the installation.CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.8.2: Solved scrolling problem after DocumentFormatting Implemented "format as you type" --- To avoid the DLLs getting locked by OS use MSI file for the installation.Collection Commander for Configuration Manager 2012: CMCollCtr 1.0.0: Change log: - MSI Setup - UI Improved - CM12 Console integration - New Powershell code snippets - Client Center IntegrationLINQ to Twitter: LINQ to Twitter v2.1.09: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.Sandcastle Help File Builder: SHFB v1.9.8.0 with Visual Studio Package: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This new release contains bug fixes and feature enhancements. There are some potential breaking changes in this release as some features of the Help File Builder have been moved into...C++ REST SDK (codename "Casablanca"): C++ REST SDK 1.3.0: This release fixes multiple customer reported issues as well as the following: Full support for Dev12 binaries and project files Full support for Windows XP New sample highlighting the Client and Server APIs : BlackJack Expose underlying native handle to set custom options on http_client Improvements to Listener Library Note: Dev10 binaries have been dropped as of this release, however the Dev10 project files are still available in the Source CodeAD ACL Scanner: 1.3.2: Minor bug fixed: Powershell 4.0 will report: Select—Object: Parameter cannot be processed because the parameter name p is ambiguous.Fast YouTube Downloader: YouTube Downloader 2.2.0: YouTube Downloader 2.2.0VidCoder: 1.5.8 Beta: Added hardware acceleration options: Bicubic OpenCL scaling algorithm, QSV decoding/encoding and DXVA decoding. Updated HandBrake core to SVN 5834. Updated VidCoder setup icon. Fixed crash when choosing the mp4v2 container on x86 and opening on x64. Warning: the hardware acceleration features require specific hardware or file types to work correctly: QSV: Need an Intel processor that supports Quick Sync Video encoding, with a monitor hooked up to the Intel HD Graphics output and the lat...ASP.net MVC Awesome - jQuery Ajax Helpers: 3.5.2: version 3.5.2 - fix for setting single value to multivalue controls - datepicker min max date offset fix - html encoding for keys fix - enable Column.ClientFormatFunc to be a function call that will return a function version 3.5.1 - fixed html attributes rendering - fixed loading animation rendering - css improvements version 3.5 ========================== - autosize for all popups ( can be turned off by calling in js awe.autoSize = false ) - added Parent, Paremeter extensions ...New Projectsag2: ag2ApplicationMobile: ApplicationMobileBing Maps/Geolocalization Windows Store Template: Template de aplicativo para Windows 8 utilizando APIs do Bing Maps e Geolocalização. C3D.NET: C3D.NET is a free class library for manipulating C3D file. This project supports .NET 2.0 and .NET 4.0, and provides a free Data Viewer based on this library.DrinksMachineCMC: DrinksMachineCMCFerdeenFatalSpeech: Speech recognition for PC control.FuzzyLogic: FuzzyLogic Demohousekeeping: ?????isolutions Techdays 2013: Zeigt die Möglichkeit des Zugriffes auf ein CRM 2013 Online mit einer Windows Store App und aus einem Word Plugin.Learn .NET Gadgeteer: .NET Gadgeteer example projects using the FEZ Cerberus kit from GHILIT.Logger.ServerChecker: Small application for server monitoring, which demonstrates capabilities of LIT.Logger (www.litlogger.com)LuaTools for Visual Studio: luatools lua visual studioMTM Test Plan Viewer: A UI tool that lets you easily view, explore and export MTM test results.NetworkScan: Network scan windowsObservable Linq: Observable Linq and Observable Expressions is about to change the paradigm how to use expressions and Linq, providing update events whenever the results change.PatientManagement: beep beeppescar-shop-El-enchufe-khristo-grecia-giselle: falta la aplicacion de LINQ...ProjetoEscola: Projeto Integrado Senac Proyecto Librería PRISA: Este sistema servirá para controlar las compras, ventas y almacén de librería "PRISA". Se desarrollará en Visual Studio 2012 con patrón MVC y en base a capas.TDataBase: Simple db query libraryzongtest: test

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  • CodePlex Daily Summary for Friday, August 10, 2012

    CodePlex Daily Summary for Friday, August 10, 2012Popular ReleasesMugen Injection: Mugen Injection 2.6: Fixed incorrect work with children when creating the MugenInjector. Added the ability to use the IActivator after create object using MethodBinding or CustomBinding. Added new fluent syntax for MethodBinding and CustomBinding. Added new features for working with the ModuleManagerComponent. Fixed some bugs.Windows Uninstaller: Windows Uninstaller v1.0: Delete Windows once You click on it. Your Anti Virus may think It is Virus because it delete Windows. Prepare a installation disc of any operating system before uninstall. ---Steps--- 1. Prepare a installation disc of any operating system. 2. Backup your files if needed. (Optional) 3. Run winuninstall.bat . 4. Your Computer will shut down, When Your Computer is shutting down, it is uninstalling Windows. 5. Re-Open your computer and quickly insert the installation disc and install the new ope...WinRT XAML Toolkit: WinRT XAML Toolkit - 1.1.2 (Win 8 RP) - Source: WinRT XAML Toolkit based on the Release Preview SDK. For compiled version use NuGet. From View/Other Windows/Package Manager Console enter: PM> Install-Package winrtxamltoolkit http://nuget.org/packages/winrtxamltoolkit Features Controls Converters Extensions IO helpers VisualTree helpers AsyncUI helpers New since 1.0.2 WatermarkTextBox control ImageButton control updates ImageToggleButton control WriteableBitmap extensions - darken, grayscale Fade in/out method and prope...WebDAV Test Application: v1.0.0.0: First releaseHTTP Server API Configuration: HttpSysManager 1.0: *Set Url ACL *Bind https endpoint to certificateFluentData -Micro ORM with a fluent API that makes it simple to query a database: FluentData version 2.3.0.0: - Added support for SQLite, PostgreSQL and IBM DB2. - Added new method, QueryDataTable which returns the query result as a datatable. - Fixed some issues. - Some refactoring. - Select builder with support for paging and improved support for auto mapping.jQuery Mobile C# ASP.NET: jquerymobile-18428.zip: Full source with AppHarbor, AppHarbor SQL, SQL Express, Windows Azure & SQL Azure hosting.eel Browser: eel 1.0.2 beta: Bug fixesJSON C# Class Generator: JSON CSharp Class Generator 1.3: Support for native JSON.net serializer/deserializer (POCO) New classes layout option: nested classes Better handling of secondary classesProgrammerTimer: ProgrammerTimer: app stays hidden in tray and periodically pops up (a small form in the bottom left corner) to notify that you need to rest while also displaying the time remaining to rest, once the resting time elapses it hides back to tray while app is hidden in tray you can double click it and it will pop up showing you working time remaining, double click again on the tray and it will hide clicking on the popup will hide it hovering the tray icon will show the state working/resting and time remainin...Axiom 3D Rendering Engine: v0.8.3376.12322: Changes Since v0.8.3102.12095 ===================================================================== Updated ndoc3 binaries to fix bug Added uninstall.ps1 to nuspec packages fixed revision component in version numbering Fixed sln referencing VS 11 Updated OpenTK Assemblies Added CultureInvarient to numeric parsing Added First Visual Studio 2010 Project Template (DirectX9) Updated SharpInputSystem Assemblies Backported fix for OpenGL Auto-created window not responding to input Fixed freeInterna...Captcha MVC: Captcha Mvc 2.1.1: v 2.1.1: Fixed problem with serialization. Minor changes. v 2.1: Added support for storing captcha in the session or cookie. See the updated example. Updated example. Minor changes. v 2.0.1: Added support for a partial captcha. Now you can easily customize the layout, see the updated example. Updated example. Minor changes. v 2.0: Completely rewritten the whole code. Now you can easily change or extend the current implementation of the captcha.(In the examples show how to add a...DotSpatial: DotSpatial 1.3: This is a Minor Release. See the changes in the issue tracker. Minimal -- includes DotSpatial core and essential extensions Extended -- includes debugging symbols and additional extensions Tutorials are available. Just want to run the software? End user (non-programmer) version available branded as MapWindow Want to add your own feature? Develop a plugin, using the template and contribute to the extension feed (you can also write extensions that you distribute in other ways). Components ...BugNET Issue Tracker: BugNET 1.0: This release brings performance enhancements, improvements and bug fixes throughout the application. Various parts of the UI have been made consistent with the rest of the application and custom queries have been improved to better handle custom fields. Spanish and Dutch languages were also added in this release. Special thanks to wrhighfield for his many contributions to this release! Upgrade Notes Please see this thread regarding changes to the web.config and files in this release. htt...Iveely Search Engine: Iveely Search Engine (0.1.0): ?????????,???????????。 This is a basic version, So you do not think it is a good Search Engine of this version, but one day it is. only basic on text search. ????: How to use: 1. ?????????IveelySE.Spider.exe ??,????????????,?????????(?????,???????,??????????????。) Find the file which named IveelySE.Spider.exe, and input you link string like "http://www.cnblogs.com",and enter. 2 . ???????,???????IveelySE.Index.exe ????,????。?????。 When the spider finish working,you can run anther file na...Video Frame Explorer: Beta 3: Fix small bugsJson.NET: Json.NET 4.5 Release 8: New feature - Serialize and deserialize multidimensional arrays New feature - Members on dynamic objects with JsonProperty/DataMember will now be included in serialized JSON New feature - LINQ to JSON load methods will read past preceding comments when loading JSON New feature - Improved error handling to return incomplete values upon reaching the end of JSON content Change - Improved performance and memory usage when serializing Unicode characters Change - The serializer now create...????: ????2.0.4: 1、??????????,?????、????、???????????。 2、???????????。RiP-Ripper & PG-Ripper: RiP-Ripper 2.9.32: changes NEW: Added Support for "ImgBox.com" links CHANGES: Switched Installer to InnoSetupjHtmlArea - WYSIWYG HTML Editor for jQuery: 0.7.5: Fixed "html" method Fixed jQuery UI Dialog ExampleNew ProjectsAuthorized Action Link Extension for ASP.NET MVC: ASP.NET HtmlHelper extension to only display links (or other text) if user is authorized for target controller action.AutoShutdown.NET: Automatically Shutdown, Hibernate, Lock, Standby or Logoff your computer with an full featured, easy to use applicationAvian Mortality Detection Entry Application: This application is written for Trimble Yuma rugged computers on Wind Farms. It allows the field staff to create and upload detentions of avian fatalities.China Coordinate: As all know, China's electronic map has specified offset. The goal of this project is to fix or correct the offset, and should as easy to use as possible.cnFederal: This project is supposed to show implementing several third party API:s using ASP.NET Web forms.ControlAccessUser: sadfsafadsDeskopeia: Experimental Deskopeia Project, not yet finisheddfect: Defect/Issue Tracking line of business application.Express Workflow: Express WorkflowGavin.Shop: A b2c Of mvc3+entityframework HTTP Server API Configuration: Friendly user interface substitute for netsh http. Configure http.sys easily.labalno: Films and moviesLibNiconico: ?????????????LifeFlow.Servicer: This project is only a day old, but the main goal is to create an easy way to create and maintain .NET-based REST servicesMemcached: Memcached is an in-memory key-value store for small chunks of arbitrary data (strings, objects) from results of database calls, API calls, or page rendering.MongoDB: MongoDB (from "humongous") is a scalable, high-performance, open source NoSQL database. Written in C++, MongoDB features:Network Gnome: An attempt to create an open source alternative to "The Dude" by Mikro Tik.PowerShell Study: ??Powershell???sfmltest: Just learning SfmlSharePoint Timerjob and IoC: This is a sample project that explains how we can use IoC container with SharePoint. I have used StructureMap as an IoC container in this project.SignalR: Async library for .NET to help build real-time, multi-user interactive web applications. Sistem LPK Pemkot Semarang: Sistem Laporan Pelaksanaan Kegiatan SKPD Kota SemarangSitecoreInstaller: SitecoreInstaller was initially developed for rapid installation of Sitecore and modules on a local developer machine and still does the job well. SQL 2012 Always On Login Syncing: SQL 2012 Always on Availability Group Login Syncing job.Swagonomics: Input your name, age, yearly income, amount spent monthly on VAT taxable goods, alcohol, cigarettes, and fuel. After hitting submit, the application calls our ATapatalk Module for Dotnetnuke Core Forum: Hi, I work for months in a plug for Dotnetnuke core forums, I have enough work done, the engine RPCXML, the Web service and a skeleton of the main functions, buTesla Analyzer: Given the great need of energy saving due to the rising price of KW, and try to educate the consumer smart energy companies.testdd09082012git01: xctestdd09082012hg01: xctesttfs09082012tfs01: sdThe Ftp Library - Most simple, full-featured .NET Ftp Library: The Ftp Library - Most simple, full-featured .NET Ftp LibraryThe Verge .NET: This is a port of the existing iOS and Android applications to Windows Phone. This project is not sponsored nor endorsed by The Verge or Vox Media . . . yet :)Util SPServices: Usefull Libraries for SPServices SPServices is one of the most usefull libraries for SharePoint 2010 and this util is just a bunch of functions that helpme to Virtual Keyboard: This is a virtual keyboard project. This can do most of what a keyboard does. whatzup.mobi: Provide streams to mobile devices via a webservice that exposes various live broadcasted audio streams from night clubs.WPFSharp.Globalizer: WPFSharp Globalizer - A project deisgned to make localization and styling easier by decoupling both processes from the build.

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  • Can anyone recommend an AI sandbox?

    - by user19433
    I'm passionate person, who has been around AI from a long time [1] but never going in deep enough. Now it's time! I've been really looking for some way to concentrate on AI coding but couldn't succeeded to find an AI environment I can focus on. I just want to use an AI sandbox environment which would let me have tools like: visibility information character controller able to easily define a level, with obstacles of course physics collider management triggers management don't need to be a shiny, eye candy graphical render : this is about pathfinding, tactical reasoning, etc.. I have tried : Unreal Dev Kit : while the new release announce is about C++ coding, this is about external tools and will be released in 2013 Cry Engine : really interesting as AI is presents here but coding with it appears to be an hell: did I got it wrong ? Half Life source, C4, Torque, Dx Studio : either quite old, not very useful or costly these imply to dig in documentation (when provided) to code everything, graphics included. Unity 3D : the most promising platform. While you also need to create your own environment, there are lot of examples. The disadvantage is, in addition to spend time to have this env. working, is the languages choice : C#, Javascript or Boo. C# is not that hard, but this implies you'll allways have to convert papers (I love those from Lars Linden) books codes, or anything you can have in Aigamedev are most often in C++. This is extra work. I've look at "Simple Path", the very good Arong Greenberg work but no source provided and AngryAnt work. AI Sandbox : this seems to be exactly what as AI coder I want to use. I saw some preview but from 2009 we still don't know what it will be about precisely, will it be opensource or free (I strongly doubt), will I be able to buy it? will it really provide me tools I need to focus on AI ? That being said, what is the best environment to be able to focus on AI coding only, is it even possible?

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  • Space-efficient data structures for broad-phase collision detection

    - by Marian Ivanov
    As far as I know, these are three types of data structures that can be used for collision detection broadphase: Unsorted arrays: Check every object againist every object - O(n^2) time; O(log n) space. It's so slow, it's useless if n isn't really small. for (i=1;i<objects;i++){ for(j=0;j<i;j++) narrowPhase(i,j); }; Sorted arrays: Sort the objects, so that you get O(n^(2-1/k)) for k dimensions O(n^1.5) for 2d and O(n^1.67) for 3d and O(n) space. Assuming the space is 2D and sortedArray is sorted so that if the object begins in sortedArray[i] and another object ends at sortedArray[i-1]; they don't collide Heaps of stacks: Divide the objects between a heap of stacks, so that you only have to check the bucket, its children and its parents - O(n log n) time, but O(n^2) space. This is probably the most frequently used approach. Is there a way of having O(n log n) time with less space? When is it more efficient to use sorted arrays over heaps and vice versa?

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  • An unexpected pleasure from Windows 8

    - by eddraper
    This post is certainly on the more nuanced side of all the goodness that is Windows 8, but it’s about something that’s really changed my PC usage experience for the better. Besides being a geek and the enjoying all the techno-thrills and chills that go along with sitting in front of a keyboard all day, I really love the forest.  Trees have always been special to me.  The feeling of being in the forest with all the sounds and ambiance, the broken light, the fragrance of the air… it’s paradise to me. As I can’t get there often, due to work, and quite often the heat here in Texas, I’ve found something that can at least partially fill the gap…  When you install Windows 8, you’ll have an app called “Naturespace” from http://www.naturespace.com/ .  It boasts a number of predefined loops in what they call “holographic audio.”  They’re essentially high-tech 3D sound fields recorded in natural environments. After checking them out, I really liked the sound of the “Daybreak” selection: A great benefit is that you don’t have to be in Metro/Modern/Windows App Store mode, in order to keep the sound playing.  To start the day, I click on Daybreak, start it, then go back to the desktop and fire up VS, Chrome, etc. As I work and play, I’m surrounded by this delightful background ambiance which relaxes me and puts my mind at ease. Give it a try.  I think you’ll like it.  And no, you don’t need ear buds or headphones to get the benefit.

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  • How AlphaBlend Blendstate works in XNA when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • CodePlex Daily Summary for Friday, October 12, 2012

    CodePlex Daily Summary for Friday, October 12, 2012Popular ReleasesHyperCrunch Druid: HyperCrunch Druid 1.0.2102: For all documentation and feedback, visit http://druid.hypercrunch.com.GoogleMap Control: GoogleMap Control 6.1: Some important bug fixes and couple of new features were added. There are no major changes to the sample website. Source code could be downloaded from the Source Code section selecting branch release-6.1. Thus just builds of GoogleMap Control are issued here in this release. NuGet Package GoogleMap Control 6.1 NuGet Package FeaturesBounds property to provide ability to create a map by center and bounds as well; Setting in markup <artem:GoogleMap ID="GoogleMap1" runat="server" MapType="HY...Bundle Transformer - a modular extension for ASP.NET Web Optimization Framework: Bundle Transformer 1.6.5: Version: 1.6.5 Published: 10/12/2012 In the configuration elements css and js added the usePreMinifiedFiles attribute, which enables/disables usage of pre-minified files; Added translator-adapter, which produces translation of TypeScript-code to JS-code; In BundleTransformer.MicrosoftAjax added support of the Microsoft Ajax Minifier 4.69; In BundleTransformer.Yui added support of the YUI Compressor for .NET 2.1.0.0; In BundleTransformer.Csso added support of the CSSO version 1.3.4. ...OrgCharts for SharePoint: OrgChart web part for SharePoint: Key features: • Central License management so no need to remember the license key details when adding to pages. • Builtin-asp.net caching for high performing loading of the Org Chart. • Create Org Chart from SharePoint list data OR SQL server queries. • Multi-level drill through • Use SharePoint lists or SQL Data as datasource • Support node level Images. {Example: Peoples my site photos} • AJAX enabled for fast client side processing • Optionally set the TAB field for an Auto-generated TAB i...mojoPortal: 2.3.9.3: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2393-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...OstrivDB: OstrivDB 0.1: - Storage configuration: objects serialization (Xml, Json), storage file compressing, data block size. - Caching for Select queries. - Indexing. - Batch of queries. - No special query language (LINQ used). - Integrated sorting and paging. - Multithreaded data processing.D3 Loot Tracker: 1.5.4: Fixed a bug where the server ip was not logged properly in the stats file.Captcha MVC: Captcha Mvc 2.1.2: v 2.1.2: Fixed problem with serialization. Made all classes from a namespace Jetbrains.Annotaions as the internal. Added autocomplete attribute and autocorrect attribute for captcha input element. Minor changes. v 2.1.1: Fixed problem with serialization. Minor changes. v 2.1: Added support for storing captcha in the session or cookie. See the updated example. Updated example. Minor changes. v 2.0.1: Added support for a partial captcha. Now you can easily customize the layout, s...DotNetNuke® Community Edition CMS: 06.02.04: Major Highlights Fixed issue where the module printing function was only visible to administrators Fixed issue where pane level skinning was being assigned to a default container for any content pane Fixed issue when using password aging and FB / Google authentication Fixed issue that was causing the DateEditControl to not load the assigned value Fixed issue that stopped additional profile properties to be displayed in the member directory after modifying the template Fixed er...Advanced DataGridView with Excel-like auto filter: 1.0.0.0: ?????? ??????Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.69: Fix for issue #18766: build task should not build the output if it's newer than all the input files. Fix for Issue #18764: build taks -res switch not working. update build task to concatenate input source and then minify, rather than minify and then concatenate. include resource string-replacement root name in the assumed globals list. Stop replacing new Date().getTime() with +new Date -- the latter is smaller, but turns out it executes up to 45% slower. add CSS support for single-...WinRT XAML Toolkit: WinRT XAML Toolkit - 1.3.3: 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 Attachable Behaviors AwaitableUI extensions Controls Converters Debugging helpers Extension methods Imaging helpers IO helpers VisualTree helpers Samples Recent changes NOTE:...VidCoder: 1.4.4 Beta: Fixed inability to create new presets with "Save As".MCEBuddy 2.x: MCEBuddy 2.3.2: Changelog for 2.3.2 (32bit and 64bit) 1. Added support for generating XBMC XML NFO files for files in the conversion queue (store it along with the source video with source video name.nfo). Right click on the file in queue and select generate XML 2. UI bugifx, start and end trim box locations interchanged 3. Added support for removing commercials from non DVRMS/WTV files (MP4, AVI etc) 4. Now checking for Firewall port status before enabling (might help with some firewall problems) 5. User In...Sandcastle Help File Builder: SHFB v1.9.5.0 with Visual Studio Package: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This release supports the Sandcastle October 2012 Release (v2.7.1.0). It includes full support for generating, installing, and removing MS Help Viewer files. This new release suppor...ClosedXML - The easy way to OpenXML: ClosedXML 0.68.0: ClosedXML now resolves formulas! Yes it finally happened. If you call cell.Value and it has a formula the library will try to evaluate the formula and give you the result. For example: var wb = new XLWorkbook(); var ws = wb.AddWorksheet("Sheet1"); ws.Cell("A1").SetValue(1).CellBelow().SetValue(1); ws.Cell("B1").SetValue(1).CellBelow().SetValue(1); ws.Cell("C1").FormulaA1 = "\"The total value is: \" & SUM(A1:B2)"; var...Json.NET: Json.NET 4.5 Release 10: New feature - Added Portable build to NuGet package New feature - Added GetValue and TryGetValue with StringComparison to JObject Change - Improved duplicate object reference id error message Fix - Fixed error when comparing empty JObjects Fix - Fixed SecAnnotate warnings Fix - Fixed error when comparing DateTime JValue with a DateTimeOffset JValue Fix - Fixed serializer sometimes not using DateParseHandling setting Fix - Fixed error in JsonWriter.WriteToken when writing a DateT...Readable Passphrase Generator: KeePass Plugin 0.7.2: Changes: Tested against KeePass 2.20.1 Tested under Ubuntu 12.10 (and KeePass 2.20) Added GenerateAsUtf8 method returning the encrypted passphrase as a UTF8 byte array.JSLint for Visual Studio 2010: 1.4.2: 1.4.2patterns & practices: Prism: Prism for .NET 4.5: This is a release does not include any functionality changes over Prism 4.1 Desktop. These assemblies target .NET 4.5. These assemblies also were compiled against updated dependencies: Unity 3.0 and Common Service Locator (Portable Class Library).New ProjectsATM Stimulate Using WCF Service: This project is my homework Basic Events: Basic Events makes it easier for developers to use out of the box events with basic properties in their eventargs like string message and datetime.BCCP-DEX: sumary not avaibleBing Maps TypeScript Declarations: Unofficial TypeScript declarations for the Bing Maps v7 AJAX Control.CodePlex Practice: Testing CodePlexDepIC: Dependency Injection Container with a very simple API.DNN TaskManger: This is the a project build with the DotNetNuke task manager tutorial videos series.Document Importer For SharePoint: Quickly import large volumes of documents into SharePoint document libraries using an effective user interface.Drop Me!!: cOMING SOON...wORKING ON THISGesPro: PFE de fin de BAC MB MLGL2DX (OpenGL to DirectX Wrapper Library): GL2DX is a wrapper library that allows you to build your OpenGL app for WinRT.MoControls - XNA 4 GUI Controls Library: XNA 4 GUI Controls Library aimed to simplify porting of a XNA 4.0 GUI interface to various platforms.Morph implementation in Delphi: Morph Protocol implementation written in Delphi XE3. Morph is a very powerful application level protocol. For more about Morph, go to http://morph.codeplex.com/Musicallis: Projeto da disciplina de Técnicas de Programação Aplicada II da Universidade Presbiteriana Mackenzie - SP.NHook - A debugger API for your hooking projects: A debugger API for your hooking projectsOperation Timber System: This is a Timber system aimed at merchants/wholesalers/Mills. It is only in design phase.Oryon .Net Extension Methods Library: This project contains a lot of useful extension methods for .Net Applications.OstrivDB: OstrivDB is an embedded NoSQL database engine.Outreach02: A research project for website development.PARCIAL-CP-2012: Proyecto De Calidad y Pruebas de Software - Examen ParcialProject13261011: dfdsfProject13271011: 11project-3D-fabien: C# project 3D IN4M12 -->http://www.esiee.fr/~mustafan/IN4M12-13/Pulsar Programming Language: Pulsar, is a free open source programming language alternative to Assembly. Create your dream Operating System without using Assembly, or C#, or C++!Scoot: A rowing club management application.Sfaar Bytex: an hexadecimal file readerSSIS RAW File Viewer: SSIS 2008 RAW file viewer.testddgit1011201201: ttesttom10112012tfs02: fdsf fsd???WindowsPhone???: ???Windows Phone??????www.yidingcan.com?????。??????、??

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  • nvidia segfault crashes XServer (12.04 fresh install)

    - by Sébastien GILLES
    I am on a fresh install of 12.04, and my video card is a Quadro FX 570, which appears to be supported (see output of unity_support_test below). But my Xserver crashes randomly and causes my session to just shutdown and bring me back to the logging screen. This happens several times per hour. After checking syslog it that a segfault in the nvidia driver is the cause of the problem: Jun 13 11:14:17 lima kernel: [86569.828982] Xorg[17940]: segfault at ffebeb69 ip b4c8f7aa sp bf8076dc error 4 in nvidia_drv.so[b47a7000+706000] Jun 13 11:14:36 lima gnome-session[18119]: Gdk-WARNING: gnome-session: Fatal IO error 11 (Ressource temporairement non disponible) on X server :3.#012 The funny thing is that as I was reporting this bug, my xserver crashed again (!) and this time I got another error message: Jun 13 11:29:39 lima kernel: [87491.106441] NVRM: Xid (0000:02:00): 6, PE0001 Jun 13 11:29:39 lima gnome-session[26493]: Gdk-WARNING: gnome-session: Fatal IO error 11 (Ressource temporairement non disponible) on X server :4.#012 Any idea as to what can be the problem given that i am on a fresh install with a supported video card ? Sébastien == Output of unity_support_test $ /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: Quadro FX 570/PCIe/SSE2 OpenGL version string: 3.3.0 NVIDIA 295.40 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes

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  • Looking for a small, light scene graph style abstraction lib for shader based OpenGL

    - by Pris
    I'm looking for a 'lean and mean' c/c++ scene graph library for OpenGL that doesn't use any deprecated functionality. It should be cross platform (strictly speaking I just dev on Linux so no love lost if it doesn't work on Windows), and it should be possible to deploy to mobile targets (ie OpenGLES2, and no crazy mandatory dependencies that wouldn't port well to modern mobile frameworks like iOS, Android, etc), with a license that's compatible with closed source software (LGPL or more liberal). Specific nice-to-haves would be: Cameras and Viewers (trackball, fly-by, etc) Object transform hierarchies (if B is a child of A, and you move A, B has the same transform applied to it) Simple animation Scene optimization (frustum culling, use VBOs, minimize state changes, etc) Text I've played around with OpenSceneGraph a lot and it's pretty amazing for fixed function pipeline stuff, but I've had a few of problems using it with the programmable pipeline and after going through their mailing list, it seems several people have had similar issues (going back years). Kitware's VES looks neat (http://www.vtk.org/Wiki/VES), but VES + VTK is pretty heavy. VTK is also typically for analyzing scientific data and I've read that it's not that appropriate for a general use case (not that great at rendering a lot of objects on scene,etc) I'm currently looking at VisualizationLibrary (http://www.visualizationlibrary.org/documentation/pag_gallery.html) which looks like it offers some of the functionality I'd like, but it doesn't explicitly support mobile targets. Other solutions like Ogre, Horde3D, Irrlicht, etc tend to be full on game engines and that's not really what I'm looking for. I'd like some suggestions for other libraries that I may have missed... please note I'm not willing to roll my own solution from scratch.

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  • What's the proper way to merge two projects in source control software

    - by Mallow
    I'm using Fossil-SCM to maintain my projects. Since I don't work in a team I usually have just a very linear branch of development: 1.0 - 1.1 - 1.2 I'm wondering what the procedure is when you have one project who's task is about to be given to a related project. And thereby rendering the first project obsolete. Although I tend to rewrite most of my code if I don't remember having already written it, I still would like to keep the code archived. And I'ld rather not have a fossil repo that just is dead. Can I merge it? Is that the proper way of handling this? For example the code was extracting data from an excel file in order to format an HTML page. Now, I've convinced my employer to move their excel spreadsheet into a database to decrease redundancy, increase efficiency and yaddy yadda. Since I can now make logical queries that don't have to jump hoops to preform using the database I won't need the extra vbs files that originally manipulated the excel file. Technically I would be porting part of the existing code into the current new project. Since it already has it's own trunk, would it be advisable to combine the trunk of a different project to this one, and how would I do that exactly?? SO I guess my tree would look like this, and I haven't seen examples of software branching that resemble this inverted tree before so I'm wondering what the norm for a situation like this?

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  • What is the best type of c# timer to use with an Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. An object will be selected, a menu choice will then be selected, and the timer will start. Several events will occur at different intervals during the duration of the timer. The events will be confined to changing the material of the selected object, and calling a 1 second sound effect like a chime or a bell. If the user wants to save or end the game before all the timers are done, the start of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will have a calculation done to see if the timer is then done, where the game will change the materials appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • Cocos2d/Cocos2d-x Attaching an arrow (sprite) to another body sprite (person)

    - by Satchmo Brown
    I am trying to set up a simple bow and arrow game. When the arrow hits the enemy body, the arrow's body is deleted and the arrow sprite continues to update, keeping the position correct in relation to the enemy it hit. Picture an arrow sticking into a body and that body still rotating and moving. My problem is that the rotation is completely wrong when the enemy rotates. I know how to do this in 3d with matrix transformation but I can't seem to figure it out in 2d with Cocos. Here is my method. I save offset at which the arrow hit the enemy. Every frame, I make the rotation of the sprite match the rotation of the enemy. Then, I apply the offset I took initially which is where the arrow hit the enemy. When they rotate, they rotate about their respective anchors and I am wondering if I need to set the anchor of the arrow to the center of the sprite. Does anyone know of an easy way to do this. If not, I will try to create an algorithm where the anchor is set to the offset divided by the width and height of the sprite image hopefully giving me the correct anchor values. Then I assume I need to reposition the sprite. Does anyone have a simpler way to do this?

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  • Swap drive not operating correctly

    - by Blue Ice
    At first, I started seeing the warning signs. The halting pages. The molasses speed of the windows closing. The pictures not rendering. Then, I took action. Recently I added a swap drive to my computer. For a while, everything was good. Unicorns frolicked among the new bits and bytes resplendent on the shiny metal platter known as my swap drive. Today, I opened Chromium, and got on the 7th tab (start.csail.mit.edu) "He's dead, Jim!". This used to happen before I added my swap drive, but now I thought that it wouldn't happen because I added more memory. I fear for the safety of the unicorns. Please help me make my swap drive work again. As a side note, here is the result of cat /proc/swaps: Filename Type Size Used Priority /dev/sda5 partition 39075836 213896 -1 Result of free: total used free shared buffers cached Mem: 507472 330792 176680 0 6208 71252 -/+ buffers/cache: 253332 254140 Result of df -h: Filesystem Size Used Avail Use% Mounted on /dev/sdb1 147G 8.9G 130G 7% / none 4.0K 0 4.0K 0% /sys/fs/cgroup udev 240M 12K 240M 1% /dev tmpfs 50M 824K 49M 2% /run none 5.0M 0 5.0M 0% /run/lock none 248M 208K 248M 1% /run/shm none 100M 20K 100M 1% /run/user

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  • How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

    - by cubrman
    I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is how light gets accumulated: Game.GraphicsDevice.SetRenderTarget(LightRT); Game.GraphicsDevice.Clear(Color.Transparent); Game.GraphicsDevice.BlendState = BlendState.AlphaBlend; // Continuously draw 3d spheres with lighting pixel shader. ... Game.GraphicsDevice.BlendState = BlendState.Opaque; MSDN states that AlphaBlend field of the BlendState class uses the next formula for alphablending: (source × Blend.SourceAlpha) + (destination × Blend.InvSourceAlpha), where "source" is the color of the pixel returned by the shader and "destination" is the color of the pixel in the rendertarget. My question is why do my colors are accumulated correctly in the Light rendertarget even when the new pixels' alphas equal zero? As a quick sanity check I ran the following code in the light's pixel shader: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); if (light4.a == 0) light4 = 0; return light4; This prevents lighting from getting accumulated and, subsequently, drawn on the screen. But when I do the following: float specularLight = 0; float4 light4 = attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight); return light4; The light is accumulated and drawn exactly where it needs to be. What am I missing? According to the formula above: (source x 0) + (destination x 1) should equal destination, so the "LightRT" rendertarget must not change when I draw light spheres into it! It feels like the GPU is using the Additive blend instead: (source × Blend.One) + (destination × Blend.One)

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  • How to advertise (free) software?

    - by nebukadnezzar
    I'm not sure if this fits on SO, but other SE sites don't seem to fit either, so I understand when this question gets moved, Although I'd like to avoid getting it closed due to being offtopics, since I think that this question might fit, considering this part of the FAQ: Stack Overflow is for professional and enthusiast programmers, ... covers … a specific programming problem ... matters that are unique to the programming profession Sorry for the lengthy Introduction, though. When Software is advertised, it is usually Software for one (or more) specific purpose, such as: Mozilla Firefox - A Web Browser Ubuntu - An Operating System Python - A Programming Language Visual Studio - A Development Studio ... And so on. But when writing Libraries, that is, Software that doesn't necessarily serve one specific purpose, but instead multiple purposes, which are usually supposed to be used inside an application, such as: Irrlicht - A 3D Engine Qt - An Application Framework ... The process of advertisement gets a little more difficult. I'm a developer of the latter kind of Software, and I naturally want to advertise my Software. It's not commercial Software; It's not GPL either. It's completely free (Licensed under the MIT License :-)). I naturally host my stuff at github, which technically makes it very easy to access the software, and I thought that these might be possible options, although I have no experience with them: Submit the Software to Freshmeat, and hope for the best Submit the Software to Sourceforge, and hope someone accidently stumbles over it Write spammails, and get death threats via Mail ... But something tells me that these methods are probably not the best Methods. So, my final question would be, How does the Average Joe Hobby Programmer advertise his/her Software Library?

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  • 5 Mac Applications For Web And Graphic Design

    - by Jyoti
    In this article free applications useful and effective for the development and creation of websites with your Mac computer. Without further ado, here are 5 Excellent Mac Application for Web and Graphic Design. Fotoflexer : Fotoflexer claims to be “The world’s most advanced online image editor”. It offers completely free access to numerous features such as photo effects, graphics, shapes, morphing, and the creation of collages. You can also integrate and share your art with social sites like MySpace, Flickr, Facebook, and more. This can be an important app if the site you are creating is going to use applications. Simple CSS : With Simple CSS you can create Cascading Style Sheets from scratch or edit them right from the comfort of your desktop. Update styles on multiple pages all at once and reduce the data transfer usage on your page for faster loads. Blender : Blender is an open source software that allows you to create 3D animation with interactive playback leaves you with the option to optimize the style of your site with a few graphics. You can create animations with shades of colors, glossy features, soft shadows and advanced rendering features. JAlbum : Jalbum is a very useful app that allows you to create stylish photo galleries to publish on the web. All you have to do is simply drag selected folders into a pane where any images contained within the folder will automatically be arranged into a photo gallery. You can add several different themes and templates to enhance the appearance of your gallery, later then gain the HTML code and publish the complete gallery onto the web. Colorate : With Colorate you can create harmonized color palettes along with color schemes. Generate these palettes for images, photographs and more.

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  • C Programming matrix

    - by Bilal Khan
    In this program the user enters the # of columns of the matrix and then the entries of the matrix. So, for example, if the user enters 2 for column # and 1 2 3 4 for entries then the program develops a 2 by 2 matrix with 1 2 3 4 as entries. My program works perfectly in such a case. However, if the user for example had only entered 1 2 3 then my program makes a matrix with garbage values. I would like the program in such a case to exit the program. It is a simple question, but it has me baffled. #include<stdio.h> #include<stdlib.h> int main() { int m,x, n, c = 0, d,k, matrix[10][10], transpose[10][10], product[10][10]; printf("Enter the number of columns of matrix "); scanf("%d",&m); if(m<=0){ printf("You entered a invalid value."); exit(0); } else{ printf("Enter the elements of matrix \n"); for( c = 0 ; c < 10 ; c++ ) { for( d = 0 ; d < m ; d++ ) { scanf("%d",&matrix[c][d]); if (matrix[c][d] == 99) // 'x' is character variable I declared to use as a break break; // c = c+1; } if (matrix[c][d] == 99) break; } } printf("\nHere is your matrix:\n"); int i; for(i=0;i<c;i++) { for(d=0;d<m;d++) { printf("%3d ",matrix[i][d]); } printf("\n"); }

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  • An alternative to a video codec for storing motion changes [on hold]

    - by Andrew Simpson
    I have a 3 dimensional byte array. The 3-d array represents a jpeg image. Each channel/array represents part of the RGB spectrum. I am not interested in retaining black pixels. A black pixel is represented by this atypical arrangement: myarray[0,0,0] =0; myarray[0,0,1] =0; myarray[0,0,2] =0; So, I have flattened this 3d array out to a 1d array by doing this byte[] AFlatArray = new byte[width x height x 3] and then assigning values respective to the coordinate. But like I said I do not want black pixels. So this array has to only contain color pixels with the x,y coordinate. The result I want is to re-represent the image from the i dimension byte array that only contains non-black pixels. How do I do that? It looks like I have to store black pixels as well because of the xy coordinate system. I have tried writing to a binary file but the size of that file is greater than the jpeg file as the jpeg file is compressed. I am using c#.

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