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  • How to get Synergy working on Ubuntu 11.10 and Windows 7?

    - by Linda
    I'm using Ubuntu 11.10 32-bit and Windows 7 64-bit, however, Synergy only works when a window (application or folder) is open and touching the edge of the screen where the mouse should "jump". In other words, if a window is open and maximized, Synergy works normally. Without any windows, the mouse does not jump to the other screen. My steps: (Ubuntu) apt-get install -y quicksynergy (Windows) Install Synergy (I've tried both 1.3.8 and 1.4.8 and both 32 and 64-bit) On Ubuntu 11.10 32-bit (Synergy Server config): ~/.quicksynergy/synergy.conf section: screens myubuntu: mywin7: end section: links myubuntu: right = mywin7 mywin7: left = myubuntu end On Ubuntu 11.10 32-bit: $ /usr/bin/synergys -f --config .quicksynergy/synergy.conf ... 2012-04-25T14:04:12 NOTE: client "mywin7" has connected /build/buildd/synergy-1.3.6/lib/server/CServer.cpp,287 (output hangs here) On Windows 7 64-bit: Synergy 1.3.8 Client on Microsoft Windows 7 x86 (WOW64) started client connecting to 'myubuntu': ###.###.###.###:24800 connected to server (output hangs here) At this point, things should work, but my mouse still can't change screens unless a window is maximized on my Ubuntu machine. Everything is running on port 24800. No firewall on Ubuntu. Firewall port 24800 open on Windows 7. This was previously working on Ubuntu 10.10 and Windows 7 (so only Ubuntu has been upgraded). I'm open to using either 32 or 64-bit on either server or client side, but I just want to get it working on Ubuntu 11.10 and Windows 7! I'm also using Ubuntu Classic (no effects), and not Unity.

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  • Remote mouse pointer not visible in VNC

    - by aef
    I used VNC desktops as a kind of collaboration server, as shared planning and pair programming environment for a long time. Now my latest iteration uses a KVM guest running Fedora 17 "Beefy Miracle", the Cinnamon desktop environment and an X11VNC server. The X11VNC server is automatically started with the desktop environment using the following command: x11vnc -localhost -many -shared -display :0 -bg My problem is that depending on the VNC client, the mouse pointer of the remote system which is shown through VNC is not synchronized to my client. I really need this, so I can see what my partner is doing on the desktop. When using Vinagre 3.2.1 on Ubuntu Oneiric Ocelot (11.10) or Vinagre 2.3.0.3 on Debian Squeeze (6.0) and I don't have my local mouse pointer inside the VNC view, I cannot see the mouse pointer of my remote system, nor its movement. When using TightVNC on Windows 7, I can recognize a mouse pointer trace for very short amounts of time after moving the mouse, but it is not clearly visible. Using UltraVNC on Windows 7 the mouse pointer is clearly visible all the time. With Gnome 2 I never had any problems with remote pointer synchronization, using exactly the same clients. I suspect this could have something to do with Cinnamon's dependency on 3D acceleration. On the other hand, it doesn't change anything to start Cinnamon's fallback environment Cinnamon 2D. Update: Same effect when I use Gnome 3.

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  • Very high-pitched noise when computer does something intense?

    - by Starkers
    "Intense" is the best word I can use to describe it because I'm not sure what it is, whether it's RAM, GPU or CPU. If I pan the camera in unity: A high pitched noise issues from the computer. The picosecond I start panning the sound starts. Stops the picosecond I stop panning. If I start an infinite loop: 2.0.0p247 :016 > x = 1 => 1 2.0.0p247 :017 > while x < 2 do 2.0.0p247 :018 > puts 'huzzah!' 2.0.0p247 :019?> end huzzah! huzzah! huzzah! An identical high pitched noise can be heard. I don't think it's the GPU due to this simple experiment. Or any monitor-weirdness (although the sound does sound like one of those old CRT monitors if you're old enough to be young when those things were about) The CPU? Or maybe my SSD? It's my first SSD and the first time I've heard this noise. Should I be worried? Regardless, what's causing this sound? I can't think what would cause such high frequency vibrations. I built the PC myself. Not enough heat paste on the CPU? Too much? Just no idea what's going on. Info: CPU Type QuadCore Intel Core i5-3570K, 3800 MHz (38 x 100) Motherboard Name Asus Maximus V Extreme Flash Memory Type Samsung 21nm TLC NAND Video Adapter Asus HD7770

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  • Ubuntu 12.10 64bit host reboots when trying to install any guest system using VirtualBox

    - by gts123
    I am having a really nasty problem with VirtualBox as everytime I try to install any guest OS(using ISO file as CD for installation media), the installation starts normally but as soon as it is about to start either installing to virtual hard drive or loading(e.g. as LiveFS) it causes the host system to reboot abruptly. Config is as below: Host system: Ubuntu 12.10 64bit - Intel® Core i7-2640M CPU @ 2.80GHz × 4 Virtualbox version: 4.1.18_Ubuntu r78361 Guest OS systems tried: 32bit version of FreeBSD 9, Debian 6, Tails 0.14 VM setup Tried to have the minimal setup necessary just in case it would avoid for each system to make sure I'd avoid conflicts, but to no avail. I've tried different values and combinations of the below but the problem still persists: Shared Clipboard: Disabled Show in fullscreen/seamless: Disabled Remember runtime changes: DIsabled Base Memory: 2048 MB Chipset: PIIX3 IO APIC: Disabled EFI: Disabled Absolute Pointing device: Disabled Processor(s): 1 CPU PAE/NX: Disabled VT-x/AMD-V: Disabled Video Memory: 12 MB 3d/2d acceleration: Disabled Storage IDE COntroller: PIIX3 (same as chipset instead of PIIX4) Use host I/O cache: No Audio: disabled Network adapter: NAT USB controller: disabled No shared folder Also another sideeffect of the reboot is that it appears that it does not log any information in the error log files; not making things any easier. Please help.

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  • How to reproduce the behavior of Mac OS X's dead keys on Windows 7?

    - by Pascal Qyy
    I'm French, but I've chosen to take a QWERTY keyboard for my MacBook Pro for many reasons: first of all, the AZERTY keyboard is not at all ergonomic because it has no numeric keypad, and I must use MAJ or CAPS LOCK to access to the numeric keys ; secondly, I've bought this mac for development ; and chars {, }, etc., are not directly accessible on the Apple AZERTY keyboard the last thing is that: the diacritics are VERY easy to produce on an Apple keyboard with Mac OS X : ? + c for a ç, for example, and many dead keys easy to use (e.g. ? + e, then e give you an é. So, I have no difficulties to write in my native language with this keyboard under Mac OS X. BUT, when I boot on Windows 7's Boot Camp partition, or when I use applications from it through VMware Unity, it is no longer the same comfort! Without numeric keypad, it's impossible to use it for produce specials characters (e.g.: Alt + 0231 for the ç) I've tried many solutions, like auto replacement in Microsoft Office (e.g.: ,,c being replaced by ç), but for all my diacritics, I must type a space, then a back space before the replacement work. I've also tried third party software, as Texter, but it is very buggy and don't work properly (or don't work at all) in many case! So, is there a solution somewhere, to have this Mac OS X's nice and comfortable way of producing diacritics for Windows 7? Thank in advance for your help and your time!

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  • Borked ubuntu uninstall - need to delete boot partition (i think)

    - by Max Williams
    I just got a new pc laptop with windows 7 and wanted to install Ubuntu on it. Which i did, no problem there, by downloading the installer, burning it to dvd then booting off the dvd and installing. Then, i realised that the new Ubuntu 12.04 uses the Unity desktop, which i immediately disliked, and after some research, began to hate. So, i decided (after a little googling) to install Linux Mint instead. So, thinking i'd better start from scratch, i went to the Windows 7 disk manager and wiped the Ubuntu partition that had been created. Now, when i start up, i get an error from grub, the ubuntu boot manager: error: unknown filesystem grub rescue> _ and a blinking cursor where i can enter commands. I suspect that what i've done is deleted the main ubuntu partition but NOT deleted another partition which is a boot partition, or something like that? Can anyone tell me how i can rescue or unbork this? I'd like to either a) get back to my original windows-only setup OR b) install linux mint off dvd (which i have), into the empty partition, fixing any grub confusion in the process. Any suggestions? Thanks, max BTW please don't answer if you're just going to tell me to stick with 12.04, or install a different distro or something. I definitely want Mint and just want to fix this mess - thanks :)

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  • XP VM not detecting USB keyboard or mouse from Windows 7 host

    - by Ian Kemp
    I've been using a Windows XP Pro VM (32-bit, SP3) for months on my work PC (Windows 7 64-bit) with no problems, with a PS/2 keyboard and a standard optical USB mouse. Today I copied this VM onto my home PC, which is also Windows 7 64-bit but with a G15 USB keyboard and MX518 USB mouse. For some reason the VM does not accept input from the keyboard or mouse, which makes it almost impossible to use. (Unity works but is not an option). Both my home and work PC are running VMware player 3.1.0. My keyboard and mouse show up as USB devices in the bottom-right of the VMware Player window, and if I click them I have the standard option to "Connect (Disconnect from host)". I have selected this option for the keyboard, and then the VM happily accepts keyboard input, but of course my host PC no longer does. It seems like VMware is seeing my keyboard and mouse as USB devices and not input devices. I've tried sending the keyboard input to the guest and reinstalling VMware Tools, but that achieved nothing. I'm certain it's a problem with the VM, and not the XP install, as I also can't use F12 to enter the VMware BIOS when the VM is powering up.

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  • Upgrading memory in a laptop

    - by ulidtko
    I'm a bit confused about all the memory types and various bus frequencies of modern consumer PCs. Requesting expert help on the subject. So far I'm confident that: I have an Asus X51L laptop with an unknown set of configuration options. The CPU in there supports PAE, so I still have a chance to extend the memory beyond 3GiB; and the upper limit of the system is 8GiB. (?) The laptop has two SODIMM slots, one of which is occupied by a 2GiB bank, and the other one is empty. dmidecode and lshw tools consistently state 533 Mhz frequency of the bank. The last one confuses me the most. I failed to find out characteristics of the northbridge in this laptop, and still can't figure out what DDR2 to seek for. Is it DDR2-1066? Or, rather, PC2-8500/PC2-8600? Wouldn't a DDR2-800 bank harm the system's performance? Which kind of modules should I look up in stores? Update: I have bought a 2 GiB DDR2-800 SODIMM, and it seams that the system can't handle 4 GiB of memory. When installed by itself in either slot, both new and old bank (which btw happens to be marked GDDR2-677) work just perfectly; i.e. any configuration resulting in 2 GiB works. When both banks are installed though (totalling in 4 GiB), the memcheck86 tool produces horrible artifacts and crashes, and system reboots; an Ubuntu system can be started and even logged into a Unity session, but the system reboots too in this case from even a minor RAM load. So it's pretty obvious to me now that this laptop doesn't support 4 GiB of RAM or more.

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  • SSH to remote host (edgemarc 4200 or 4500 series routers) and pull arp data

    - by MaQleod
    I've been trying to think of a method to do this for days, but have not come up with anything yet. Ideally, this is what I'm looking to do: From a windows XP machine, I need to open an SSH connection to a remote host, send the arp command, and pull the text results of the command back for use on the client. I will need to parse this data and preferably produce a 2D array of IPs and MAC addresses. There will be no shared keys, this is all done with a username and password that will always be different, they will need to be fed into the command via variables that will be pulled from a database using an autoit script based on the WAN ip of the remote host. Now the actual parsing of the data and creation of the array will be easy if I can just get the text of the arp table. Is there any way to ssh to a remote host, run a command and return the data from that command to the client in a batch script or perl script (it is ok if it writes the text to a file, I can read it out of the file later, I just need it to get to the client)?

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  • Ubuntu 10.04 network manager issues

    - by Shark
    I was using the default network manager to connect to my wi-fi network, but if the connection is dropped or router restarted the network manager wont reconnect automatically after i guess a couple of tries and just gives a pop-up to connect manually . To avoid this annoyance I installed WICD but though it does try to reconnect to the network after a drop in connection it is unable to resolve the ip address and i am left with an even bigger annoyance . 1. Is there a way to counter either of these issues ? 2. Something like a background process that will check network status periodically and then try to connect to a favored network ? Edit- out put of lshw -C network *-network description: Wireless interface product: Broadcom Corporation vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:12:00.0 logical name: eth1 version: 01 serial: c0:cb:38:18:9b:7f width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=wl0 driverversion=5.60.48.36 ip=192.168.11.2 latency=0 multicast=yes wireless=IEEE 802.11 resources: irq:17 memory:fbc00000-fbc03fff *-network description: Ethernet interface product: RTL8101E/RTL8102E PCI Express Fast Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:13:00.0 logical name: eth0 version: 02 serial: f0:4d:a2:94:2d:74 size: 10MB/s capacity: 100MB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half latency=0 link=no multicast=yes port=MII speed=10MB/s resources: irq:29 ioport:e000(size=256) memory:d0b10000-d0b10fff(prefetchable) memory:d0b00000-d0b0ffff(prefetchable) memory:fb200000-fb21ffff(prefetchable)

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  • Explorer constantly hanging

    - by user978122
    So I'm running Windows 7 Ultimate (x64) an AMD 8150 on an Asus Crosshair V motherboard with all the latest and greatest patches, and I am experiencing frequent Explorer freezes. I've included the information I've grepped from the Event Viewer below: The program Explorer.EXE version 6.1.7601.17567 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Action Center control panel. Process ID: 13a4 Start Time: 01cdb2968999c6fd Termination Time: 0 Application Path: C:\Windows\Explorer.EXE Report Id: c000ba44-1e8b-11e2-9ae7-000272ddf2b0 - System - Provider [ Name] Application Hang - EventID 1002 [ Qualifiers] 0 Level 2 Task 101 Keywords 0x80000000000000 - TimeCreated [ SystemTime] 2012-10-25T10:08:44.000000000Z EventRecordID 14626 Channel Application Computer RyanMain-PC Security - EventData Explorer.EXE 6.1.7601.17567 13a4 01cdb2968999c6fd 0 C:\Windows\Explorer.EXE c000ba44-1e8b-11e2-9ae7-000272ddf2b0 430072006F00730073002D0074006800720065006100640000000000 -------------------------------------------------------------------------------- Binary data: In Words 0000: 00720043 0073006F 002D0073 00680074 0008: 00650072 00640061 00000000 In Bytes 0000: 43 00 72 00 6F 00 73 00 C.r.o.s. 0008: 73 00 2D 00 74 00 68 00 s.-.t.h. 0010: 72 00 65 00 61 00 64 00 r.e.a.d. 0018: 00 00 00 00 .... Any idea what "Cross-thread" here means?

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  • Shortcut To Full Screen App In Lion

    - by omghai2u
    I postponed getting OSX Lion for as long as I possibly could. Now that I have it, I'm having lots of difficulties getting it to perform how I want. On Snow Leopard my typical setup for working was 4 spaces. I'd keep a Windows VM open on Space #4 full-screened, a Linux open on space #3, and I'd do other stuff on spaces #1 and #2. My keyboard shortcut allowed me to switch between my Windows work (Command + 4) to my Linux work (Command + 3) very quickly, and without the need for my hands to leave the keyboard (or effectively to even quit typing). Productivity was good. I see that on Lion a full-screened VM (and yes, they need to be full screened, Fusion's Unity won't cut it for what I need to do) is its own separate Desktop. I have set up 4 desktops and made my keyboard shortcuts to move between them Command + # just as before. But how do I get my full-screened VM to be one of those already existing desktops? Or, rather, how do I make a short-cut for the full-screened app?

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  • Linux Distro - GUI similar to Windows

    - by DeaconDesperado
    I am in the process of refurbing several older laptop machines for use by a couple college guys we have in training to learn basic web development in python. These are students who intern at my company and are hoping to do some work when the summer comes building simple client-oriented webapps (learning the basics of OOP, MVC webapp design in flask, etc.). We're trying to function as the "practical" side of their education. I would like to get them set up on these machines we have sitting about, but I'd like to use a linux distro that would have a gui that closely approximates what they are being compelled to use at school (windows.) I don't really have much of a preference as far as GUI goes since much of what we'll be learning together is accomplished on the command line. I just see this as an easier adjustment for them while they are still reliant on a graphical environment. In the past I'd go straight for Ubuntu, but since they started using the Unity GUI the responsiveness overall can be pretty clunky on older machines, especially since these machines (there are four of them) run the gambit on specs (though all are at least 1.0Ghz and none have anything better than basic integrated video.) Has anyone had to setup a similar working environment in Mint, bare Debian or Zorin? Thanks.

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  • How to use non-free drivers during debian install

    - by blokeley
    I'm trying to install debian stable using unetbootin. The install process fails with "network autoconfiguration failed", probably due to the ethernet driver not working. My Lenovo U350 has a Broadcom BCM57780 which does not seem to be supported out-of-the-box: there are various bug reports here, here and here, but I don't know if the fix has made it into debian (6) stable. One discussion says that you have to use an ethernet driver from the firmware-linux-nonfree package. I'm not sure that this is correct because the BCM57780 is not in the list of drivers in firmware-linux-nonfree. The specific question tree is: Is BCM57780 supported in debian stable? If so, what could be wrong? Should I install debian unstable instead? If not, do I need to use firmware-linux-nonfree during installation and, if so, how do I do this? Please note: I've used ubuntu and debian loads in the past but please post line-by-line guidance rather than some cryptic abbreviation of any instructions. Thanks in advance for any help. Updates: Debian stable with non-free drivers did not work. Debian unstable (free drivers only) did not work. Tried loading firmware-iwlwifi_0.28_all.deb from another USB stick to get wireless working rather than BCM57780. The .deb file was found but the network configuration still failed! That's it, I'm giving up. Unfortunately I'll use ubuntu even though the Unity user interface will be very unstable for the next couple of years :(

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  • Ubuntu 12.04 VirtualBox on powerful W7 quite slow

    - by wnstnsmth
    I own a Thinkpad T420s with 8GB RAM, 160 GB SSD and a quite fast i7 processor. Summa summarum a very fast computer that works perfectly. Now, I am not very impressed by the performance of my Ubuntu 12.04 virtual machine running on VirtualBox 4.1.18. I assume that Virtual Machines are always a bit slower than the guest system, still I think it should be more performant given the hardware settings I give it: 4096 MB RAM 1 CPU without CPU limitation (I would like to give it more but then it does not seem to work - I am not experienced in this maybe somebody could give me advice on this too) Activated PAE/NX, VT-x/AMD-V and Nested Paging 96 MB Graphics Memory (no 2D or 3D acceleration) ~ 14 GB disk space, currently about 7 GB are used Maybe I misconfigured something, could you give me a hint please? Thanks! Edit: What I mean by slow is that for example switching tabs in the browser (whether FF or Chrome) only goes with a 0.5s delay or something, as well as switching application windows and/or double-clicking applications in the dock to get all open windows.. opening Aptana takes about a minute whereas opening something like Photoshop on the guest system takes 5 seconds

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  • With Ubuntu 12.04 unlike 11.04 Wine installed application start menu links are missing

    - by Ron Whites
    With Ubuntu 12.04 and wine 1.4 unlike ubuntu 11.04 with wine 1.2.2 installed application start menu links are missing. For instance with Ubuntu 11.04 including Wine I can install one of our Windows applications and then can go to Applications Wine Programs Semantic Designs TestCoverage Documentation to bring up the documentation for how to run our tool. Unfortunately with Ubuntu 12.04 the Applications menu is gone and going to Dash I do see "Recent Apps and more apps" but my installed Wine application and related documentation link is shown present, even though the wine uninstaller shows in present. I found this online suggestion and tried using the gnome "main menu"... Windows key to launch the Dash. Enter "Main Menu" in the search field and open the old Edit Main Menu app. Select the Category (aka Unity Dash Filter) you want the item in. Name the Dash/Launcher Item Add the Command to launch said app With "mainmenu" then get down to the TestCoverage Documentation and I could see a command link in properties of .. env WINEPREFIX="/home/sdtest/.wine" wine C:\windows\command\start.exe /Unix /home/sdtest/.wine/dosdevices/c:/users/sdtest/Start\ Menu/Programs/Semantic\ Designs/Test\ Coverage/Java\ 1.7\ Documentation.lnk BUT I could not execute this link to view the installed documentation. So I copied the link properties into a file, set it as executable, and ran it as a bash script and the documentation came up! So why can't I use this link under main menu?

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  • how to recover my xml default icon?

    - by moonway
    My XML files are showing the unknown programs icon, you can see in this picture: i cant revise its icon why? i look it up in the registry i find no error look at the following Windows Registry Editor Version 5.00 [HKEY_CLASSES_ROOT.xml] @="xmlfile" "Content Type"="text/xml" "PerceivedType"="text" [HKEY_CLASSES_ROOT.xml\PersistentHandler] @="{7E9D8D44-6926-426F-AA2B-217A819A5CCE}" Windows Registry Editor Version 5.00 [HKEY_CLASSES_ROOT\xmlfile] @="@C:\Windows\System32\msxml3r.dll,-1" "EditFlags"=hex:00,00,00,00 "FriendlyTypeName"=hex(2):40,00,25,00,53,00,79,00,73,00,74,00,65,00,6d,00,52,\ 00,6f,00,6f,00,74,00,25,00,5c,00,53,00,79,00,73,00,74,00,65,00,6d,00,33,00,\ 32,00,5c,00,6d,00,73,00,78,00,6d,00,6c,00,33,00,72,00,2e,00,64,00,6c,00,6c,\ 00,2c,00,2d,00,31,00,00,00 [HKEY_CLASSES_ROOT\xmlfile\BrowseInPlace] [HKEY_CLASSES_ROOT\xmlfile\CLSID] @="{48123BC4-99D9-11D1-A6B3-00C04FD91555}" [HKEY_CLASSES_ROOT\xmlfile\DefaultIcon] @="C:\Windows\System32\msxml3.dll,0" [HKEY_CLASSES_ROOT\xmlfile\shell] @="open" [HKEY_CLASSES_ROOT\xmlfile\shell\edit] [HKEY_CLASSES_ROOT\xmlfile\shell\edit\command] @="\"C:\Program Files\Common Files\Microsoft Shared\OFFICE11\MSOXMLED.EXE\" /verb edit \"%1\"" [HKEY_CLASSES_ROOT\xmlfile\shell\Open] [HKEY_CLASSES_ROOT\xmlfile\shell\Open\Command] @="\"C:\Program Files\Common Files\Microsoft Shared\OFFICE11\MSOXMLED.EXE\" /verb open \"%1\"" [HKEY_CLASSES_ROOT\xmlfile\shell\Open\ddeexec] @="" [HKEY_CLASSES_ROOT\xmlfile\ShellEx] [HKEY_CLASSES_ROOT\xmlfile\ShellEx\IconHandler] @="{AB968F1E-E20B-403A-9EB8-72EB0EB6797E}" can you find something wrong or you can paste your reg hehe i need default reg about xml which is with default associated exe all right!

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  • Initializing and drawing a mesh using OpenTK

    - by Boreal
    I'm implementing a "Mesh" class to use in my OpenTK game. You pass in a vertex array and an index array, and then you can call Mesh.Draw() to draw it using a shader. I've heard VBO's and VAO's are the way to go for this approach, but nowhere have I found a guide that shows how to get Data Video Memory Shader. Can someone give me a quick rundown of how this works? EDIT: So far, I have this: struct Vertex { public Vector3 position; public Vector3 normal; public Vector3 color; public static int memSize = 9 * sizeof(float); public static byte[] memOffset = { 0, 3 * sizeof(float), 6 * sizeof(float) }; } class Mesh { private uint vbo; private uint ibo; // stores the numbers of vertices and indices private int numVertices; private int numIndices; public Mesh(int numVertices, Vertex[] vertices, int numIndices, ushort[] indices) { // set numbers this.numVertices = numVertices; this.numIndices = numIndices; // generate buffers GL.GenBuffers(1, out vbo); GL.GenBuffers(1, out ibo); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // send data to the buffers GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(Vertex.memSize * numVertices), vertices, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeof(ushort) * numIndices), indices, BufferUsageHint.StaticDraw); } public void Render() { // bind buffers GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // define offsets GL.VertexPointer(3, VertexPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[0])); GL.NormalPointer(NormalPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[1])); GL.ColorPointer(3, ColorPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[2])); // draw GL.DrawElements(BeginMode.Triangles, numIndices, DrawElementsType.UnsignedInt, (IntPtr)0); } } class Application : GameWindow { Mesh triangle; protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.VertexArray); GL.Enable(EnableCap.NormalArray); GL.Enable(EnableCap.ColorArray); Vertex v0 = new Vertex(); v0.position = new Vector3(-1.0f, -1.0f, 4.0f); v0.normal = new Vector3(0.0f, 0.0f, -1.0f); v0.color = new Vector3(1.0f, 1.0f, 0.0f); Vertex v1 = new Vertex(); v1.position = new Vector3(1.0f, -1.0f, 4.0f); v1.normal = new Vector3(0.0f, 0.0f, -1.0f); v1.color = new Vector3(1.0f, 0.0f, 0.0f); Vertex v2 = new Vertex(); v2.position = new Vector3(0.0f, 1.0f, 4.0f); v2.normal = new Vector3(0.0f, 0.0f, -1.0f); v2.color = new Vector3(0.2f, 0.9f, 1.0f); Vertex[] va = { v0, v1, v2 }; ushort[] ia = { 0, 1, 2 }; triangle = new Mesh(3, va, 3, ia); } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref modelview); triangle.Render(); SwapBuffers(); } } It doesn't draw anything.

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  • JavaOne Tutorial Report - JavaFX 2 – A Java Developer’s Guide

    - by Janice J. Heiss
    Oracle Java Technology Evangelist Stephen Chin and Independent Consultant Peter Pilgrim presented a tutorial session intended to help developers get a handle on JavaFX 2. Stephen Chin, a Java Champion, is co-author of the Pro JavaFX Platform 2, while Java Champion Peter Pilgrim is an independent consultant who works out of London.NightHacking with Stephen ChinBefore discussing the tutorial, a note about Chin’s “NightHacking Tour,” wherein from 10/29/12 to 11/11/12, he will be traveling across Europe via motorcycle stopping at JUGs and interviewing Java developers and offering live video streaming of the journey. As he says, “Along the way, I will visit user groups, interviewing interesting folks, and hack on open source projects. The last stop will be the Devoxx conference in Belgium.”It’s a dirty job but someone’s got to do it. His trip will take him from the UK through the Netherlands, Germany, Switzerland, Italy, France, and finally to Devoxx in Belgium. He has interviews lined up with Ben Evans, Trisha Gee, Stephen Coulebourne, Martijn Verburg, Simon Ritter, Bert Ertman, Tony Epple, Adam Bien, Michael Hutterman, Sven Reimers, Andres Almiray, Gerrit Grunewald, Bertrand Boetzmann, Luc Duponcheel, Stephen Janssen, Cheryl Miller, and Andrew Phillips. If you expect to be in Chin’s vicinity at the end of October and in early November, by all means get in touch with him at his site and add your perspective. The more the merrier! Taking the JavaFX PlungeNow to the business at hand. The “JavaFX 2 – A Java Developer’s Guide” tutorial introduced Java developers to the JavaFX 2 platform from the perspective of seasoned Java developers. It demonstrated the breadth of the JavaFX APIs through examples that are built out in the course of the session in an effort to present the basic requirements in using JavaFX to build rich internet applications. Chin began with a quote from Oracle’s Christopher Oliver, the creator of F3, the original version of JavaFX, on the importance of GUIs:“At the end of the day, on the one hand we have computer systems, and on the other, people. Connecting them together, and allowing people to interact with computer systems in a compelling way, requires graphical user interfaces.”Chin explained that JavaFX is about producing an immersive application experience that involves cross-platform animation, video and charting. It can integrate Java, JavaScript and HTML in the same application. The new graphics stack takes advantage of hardware acceleration for 2D and 3D applications. In addition, we can integrate Swing applications using JFXPanel.He reminded attendees that they were building JavaFX apps using pure Java APIs that included builders for declarative construction; in addition, alternative languages can be used for simpler UI creation. In addition, developers can call upon alternative languages such as GroovyFX, ScalaFX and Visage, if they want simpler UI creation. He presented the fundamentals of JavaFX 2.0: properties, lists and binding and then explored primitive, object and FX list collection properties. Properties in JavaFX are observable, lazy and type safe. He then provided an example of property declaration in code.  Pilgrim and Chin explained the architectural structure of JavaFX 2 and its basic properties:JavaFX 2.0 properties – Primitive, Object, and FX List Collection properties. * Primitive Properties* Object Properties* FX List Collection Properties* Properties are:– Observable– Lazy– Type SafeChin and Pilgrim then took attendees through several participatory demos and got deep into the weeds of the code for the two-hour session. At the end, everyone knew a lot more about the inner workings of JavaFX 2.0.

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  • Automating XNA Performance Testing?

    - by Grofit
    I was wondering what peoples approaches or thoughts were on automating performance testing in XNA. Currently I am looking at only working in 2d, but that poses many areas where performance can be improved with different implementations. An example would be if you had 2 different implementations of spatial partitioning, one may be faster than another but without doing some actual performance testing you wouldn't be able to tell which one for sure (unless you saw the code was blatantly slow in certain parts). You could write a unit test which for a given time frame kept adding/updating/removing entities for both implementations and see how many were made in each timeframe and the higher one would be the faster one (in this given example). Another higher level example would be if you wanted to see how many entities you can have on the screen roughly without going beneath 60fps. The problem with this is to automate it you would need to use the hidden form trick or some other thing to kick off a mock game and purely test which parts you care about and disable everything else. I know that this isnt a simple affair really as even if you can automate the tests, really it is up to a human to interpret if the results are performant enough, but as part of a build step you could have it run these tests and publish the results somewhere for comparison. This way if you go from version 1.1 to 1.2 but have changed a few underlying algorithms you may notice that generally the performance score would have gone up, meaning you have improved your overall performance of the application, and then from 1.2 to 1.3 you may notice that you have then dropped overall performance a bit. So has anyone automated this sort of thing in their projects, and if so how do you measure your performance comparisons at a high level and what frameworks do you use to test? As providing you have written your code so its testable/mockable for most parts you can just use your tests as a mechanism for getting some performance results... === Edit === Just for clarity, I am more interested in the best way to make use of automated tests within XNA to track your performance, not play testing or guessing by manually running your game on a machine. This is completely different to seeing if your game is playable on X hardware, it is more about tracking the change in performance as your game engine/framework changes. As mentioned in one of the comments you could easily test "how many nodes can I insert/remove/update within QuadTreeA within 2 seconds", but you have to physically look at these results every time to see if it has changed, which may be fine and is still better than just relying on playing it to see if you notice any difference between version. However if you were to put an Assert in to notify you of a fail if it goes lower than lets say 5000 in 2 seconds you have a brittle test as it is then contextual to the hardware, not just the implementation. Although that being said these sort of automated tests are only really any use if you are running your tests as some sort of build pipeline i.e: Checkout - Run Unit Tests - Run Integration Tests - Run Performance Tests - Package So then you can easily compare the stats from one build to another on the CI server as a report of some sort, and again this may not mean much to anyone if you are not used to Continuous Integration. The main crux of this question is to see how people manage this between builds and how they find it best to report upon. As I said it can be subjective but as knowledge will be gained from the answers it seems a worthwhile question.

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  • List of Upcoming Appearances

    - by Chris Gardner
    Greetings. I know I have been in work sponsored hiding lately. We are working furiously on a beta project to secure a contract, and I can't really talk about it yet. Hopefully, the contracts will be soon signed. Not only will we then have money, but I can talk about all this really cool tech with which I have been playing. However, since the contract is not signed, I need to bring you people up to date with where I will be during the summer. Let's face it, you can't be a speaker / blogger without pandering to shameless self-promotion. First, I will, once again, be staffing the Hands-on-Labs at TechEd North America. Unfortunately, TechEd North America is already sold out for this year. However, if you're already going, drop by the labs and say Hi. Also, keep an eye on Twitter to track me throughout the event. Also, look for a post in a few hours with my specific picks for what content I'm looking forward to seeing this year. Immediately following TechEd North America, I will be flying into Knoxville to speak at CodeStock. I will be presenting my introduction and intermediate Xbox 360 development talks. There are a TON of great content at CodeStock this year, but there are only about 50 tickets left. After that whirlwind of work, things settle for awhile. That means I'm available to speak at your User Group, luncheon, bowling league, birthday party, anniversary, or bat mitzvah. Mid August brings us to That Conference. This one is going to be a blast. If you haven't heard of That Conference yet, you should really check it out. This will also be my introduction and intermediate Xbox 360 development talks. This is a new conference, and it looks like it will be a great one. Finally, we will turn our attention to DevLink. DevLink has the distinction of picking up my newest talk, Creating Stereoscopic 3D Graphics in XNA. On top of that, I'm giving an general Xbox 360 and Windows Phone 7 talk. DevLink has added an new "XNA and Kinect" track, so there will me a ton of great game content. That should bring us through the summer. As I solidify the Stereoscopic talk, look for some content on that to creep up on here. I will say it's the first topic I've played around with that is easier in 3D than 2D. Also, the organizers of Alabama Code Camp are still trying to reschedule the event. When that happens, I'll get that information out. Also, we are looking to expand our development team. If you are interested in working for / with me, keep an eye on the T & W Operations website. I know we're immediately looking for a junior level developer, but I think a few higher level position may come up soon. You MUST apply through the website, but drop me a personal line if you do apply. I'll keep an eye out for the application.

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  • Silverlight Recruiting Application Part 5 - Jobs Module / View

    Now we starting getting into a more code-heavy portion of this series, thankfully though this means the groundwork is all set for the most part and after adding the modules we will have a complete application that can be provided with full source. The Jobs module will have two concerns- adding and maintaining jobs that can then be broadcast out to the website. How they are displayed on the site will be handled by our admin system (which will just poll from this common database), so we aren't too concerned with that, but rather with getting the information into the system and allowing the backend administration/HR users to keep things up to date. Since there is a fair bit of information that we want to display, we're going to move editing to a separate view so we can get all that information in an easy-to-use spot. With all the files created for this module, the project looks something like this: And now... on to the code. XAML for the Job Posting View All we really need for the Job Posting View is a RadGridView and a few buttons. This will let us both show off records and perform operations on the records without much hassle. That XAML is going to look something like this: 01.<Grid x:Name="LayoutRoot" 02.Background="White"> 03.<Grid.RowDefinitions> 04.<RowDefinition Height="30" /> 05.<RowDefinition /> 06.</Grid.RowDefinitions> 07.<StackPanel Orientation="Horizontal"> 08.<Button x:Name="xAddRecordButton" 09.Content="Add Job" 10.Width="120" 11.cal:Click.Command="{Binding AddRecord}" 12.telerik:StyleManager.Theme="Windows7" /> 13.<Button x:Name="xEditRecordButton" 14.Content="Edit Job" 15.Width="120" 16.cal:Click.Command="{Binding EditRecord}" 17.telerik:StyleManager.Theme="Windows7" /> 18.</StackPanel> 19.<telerikGrid:RadGridView x:Name="xJobsGrid" 20.Grid.Row="1" 21.IsReadOnly="True" 22.AutoGenerateColumns="False" 23.ColumnWidth="*" 24.RowDetailsVisibilityMode="VisibleWhenSelected" 25.ItemsSource="{Binding MyJobs}" 26.SelectedItem="{Binding SelectedJob, Mode=TwoWay}" 27.command:SelectedItemChangedEventClass.Command="{Binding SelectedItemChanged}"> 28.<telerikGrid:RadGridView.Columns> 29.<telerikGrid:GridViewDataColumn Header="Job Title" 30.DataMemberBinding="{Binding JobTitle}" 31.UniqueName="JobTitle" /> 32.<telerikGrid:GridViewDataColumn Header="Location" 33.DataMemberBinding="{Binding Location}" 34.UniqueName="Location" /> 35.<telerikGrid:GridViewDataColumn Header="Resume Required" 36.DataMemberBinding="{Binding NeedsResume}" 37.UniqueName="NeedsResume" /> 38.<telerikGrid:GridViewDataColumn Header="CV Required" 39.DataMemberBinding="{Binding NeedsCV}" 40.UniqueName="NeedsCV" /> 41.<telerikGrid:GridViewDataColumn Header="Overview Required" 42.DataMemberBinding="{Binding NeedsOverview}" 43.UniqueName="NeedsOverview" /> 44.<telerikGrid:GridViewDataColumn Header="Active" 45.DataMemberBinding="{Binding IsActive}" 46.UniqueName="IsActive" /> 47.</telerikGrid:RadGridView.Columns> 48.</telerikGrid:RadGridView> 49.</Grid> I'll explain what's happening here by line numbers: Lines 11 and 16: Using the same type of click commands as we saw in the Menu module, we tie the button clicks to delegate commands in the viewmodel. Line 25: The source for the jobs will be a collection in the viewmodel. Line 26: We also bind the selected item to a public property from the viewmodel for use in code. Line 27: We've turned the event into a command so we can handle it via code in the viewmodel. So those first three probably make sense to you as far as Silverlight/WPF binding magic is concerned, but for line 27... This actually comes from something I read onDamien Schenkelman's blog back in the day for creating an attached behavior from any event. So, any time you see me using command:Whatever.Command, the backing for it is actually something like this: SelectedItemChangedEventBehavior.cs: 01.public class SelectedItemChangedEventBehavior : CommandBehaviorBase<Telerik.Windows.Controls.DataControl> 02.{ 03.public SelectedItemChangedEventBehavior(DataControl element) 04.: base(element) 05.{ 06.element.SelectionChanged += new EventHandler<SelectionChangeEventArgs>(element_SelectionChanged); 07.} 08.void element_SelectionChanged(object sender, SelectionChangeEventArgs e) 09.{ 10.// We'll only ever allow single selection, so will only need item index 0 11.base.CommandParameter = e.AddedItems[0]; 12.base.ExecuteCommand(); 13.} 14.} SelectedItemChangedEventClass.cs: 01.public class SelectedItemChangedEventClass 02.{ 03.#region The Command Stuff 04.public static ICommand GetCommand(DependencyObject obj) 05.{ 06.return (ICommand)obj.GetValue(CommandProperty); 07.} 08.public static void SetCommand(DependencyObject obj, ICommand value) 09.{ 10.obj.SetValue(CommandProperty, value); 11.} 12.public static readonly DependencyProperty CommandProperty = 13.DependencyProperty.RegisterAttached("Command", typeof(ICommand), 14.typeof(SelectedItemChangedEventClass), new PropertyMetadata(OnSetCommandCallback)); 15.public static void OnSetCommandCallback(DependencyObject dependencyObject, DependencyPropertyChangedEventArgs e) 16.{ 17.DataControl element = dependencyObject as DataControl; 18.if (element != null) 19.{ 20.SelectedItemChangedEventBehavior behavior = GetOrCreateBehavior(element); 21.behavior.Command = e.NewValue as ICommand; 22.} 23.} 24.#endregion 25.public static SelectedItemChangedEventBehavior GetOrCreateBehavior(DataControl element) 26.{ 27.SelectedItemChangedEventBehavior behavior = element.GetValue(SelectedItemChangedEventBehaviorProperty) as SelectedItemChangedEventBehavior; 28.if (behavior == null) 29.{ 30.behavior = new SelectedItemChangedEventBehavior(element); 31.element.SetValue(SelectedItemChangedEventBehaviorProperty, behavior); 32.} 33.return behavior; 34.} 35.public static SelectedItemChangedEventBehavior GetSelectedItemChangedEventBehavior(DependencyObject obj) 36.{ 37.return (SelectedItemChangedEventBehavior)obj.GetValue(SelectedItemChangedEventBehaviorProperty); 38.} 39.public static void SetSelectedItemChangedEventBehavior(DependencyObject obj, SelectedItemChangedEventBehavior value) 40.{ 41.obj.SetValue(SelectedItemChangedEventBehaviorProperty, value); 42.} 43.public static readonly DependencyProperty SelectedItemChangedEventBehaviorProperty = 44.DependencyProperty.RegisterAttached("SelectedItemChangedEventBehavior", 45.typeof(SelectedItemChangedEventBehavior), typeof(SelectedItemChangedEventClass), null); 46.} These end up looking very similar from command to command, but in a nutshell you create a command based on any event, determine what the parameter for it will be, then execute. It attaches via XAML and ties to a DelegateCommand in the viewmodel, so you get the full event experience (since some controls get a bit event-rich for added functionality). Simple enough, right? Viewmodel for the Job Posting View The Viewmodel is going to need to handle all events going back and forth, maintaining interactions with the data we are using, and both publishing and subscribing to events. Rather than breaking this into tons of little pieces, I'll give you a nice view of the entire viewmodel and then hit up the important points line-by-line: 001.public class JobPostingViewModel : ViewModelBase 002.{ 003.private readonly IEventAggregator eventAggregator; 004.private readonly IRegionManager regionManager; 005.public DelegateCommand<object> AddRecord { get; set; } 006.public DelegateCommand<object> EditRecord { get; set; } 007.public DelegateCommand<object> SelectedItemChanged { get; set; } 008.public RecruitingContext context; 009.private QueryableCollectionView _myJobs; 010.public QueryableCollectionView MyJobs 011.{ 012.get { return _myJobs; } 013.} 014.private QueryableCollectionView _selectionJobActionHistory; 015.public QueryableCollectionView SelectedJobActionHistory 016.{ 017.get { return _selectionJobActionHistory; } 018.} 019.private JobPosting _selectedJob; 020.public JobPosting SelectedJob 021.{ 022.get { return _selectedJob; } 023.set 024.{ 025.if (value != _selectedJob) 026.{ 027._selectedJob = value; 028.NotifyChanged("SelectedJob"); 029.} 030.} 031.} 032.public SubscriptionToken editToken = new SubscriptionToken(); 033.public SubscriptionToken addToken = new SubscriptionToken(); 034.public JobPostingViewModel(IEventAggregator eventAgg, IRegionManager regionmanager) 035.{ 036.// set Unity items 037.this.eventAggregator = eventAgg; 038.this.regionManager = regionmanager; 039.// load our context 040.context = new RecruitingContext(); 041.this._myJobs = new QueryableCollectionView(context.JobPostings); 042.context.Load(context.GetJobPostingsQuery()); 043.// set command events 044.this.AddRecord = new DelegateCommand<object>(this.AddNewRecord); 045.this.EditRecord = new DelegateCommand<object>(this.EditExistingRecord); 046.this.SelectedItemChanged = new DelegateCommand<object>(this.SelectedRecordChanged); 047.SetSubscriptions(); 048.} 049.#region DelegateCommands from View 050.public void AddNewRecord(object obj) 051.{ 052.this.eventAggregator.GetEvent<AddJobEvent>().Publish(true); 053.} 054.public void EditExistingRecord(object obj) 055.{ 056.if (_selectedJob == null) 057.{ 058.this.eventAggregator.GetEvent<NotifyUserEvent>().Publish("No job selected."); 059.} 060.else 061.{ 062.this._myJobs.EditItem(this._selectedJob); 063.this.eventAggregator.GetEvent<EditJobEvent>().Publish(this._selectedJob); 064.} 065.} 066.public void SelectedRecordChanged(object obj) 067.{ 068.if (obj.GetType() == typeof(ActionHistory)) 069.{ 070.// event bubbles up so we don't catch items from the ActionHistory grid 071.} 072.else 073.{ 074.JobPosting job = obj as JobPosting; 075.GrabHistory(job.PostingID); 076.} 077.} 078.#endregion 079.#region Subscription Declaration and Events 080.public void SetSubscriptions() 081.{ 082.EditJobCompleteEvent editComplete = eventAggregator.GetEvent<EditJobCompleteEvent>(); 083.if (editToken != null) 084.editComplete.Unsubscribe(editToken); 085.editToken = editComplete.Subscribe(this.EditCompleteEventHandler); 086.AddJobCompleteEvent addComplete = eventAggregator.GetEvent<AddJobCompleteEvent>(); 087.if (addToken != null) 088.addComplete.Unsubscribe(addToken); 089.addToken = addComplete.Subscribe(this.AddCompleteEventHandler); 090.} 091.public void EditCompleteEventHandler(bool complete) 092.{ 093.if (complete) 094.{ 095.JobPosting thisJob = _myJobs.CurrentEditItem as JobPosting; 096.this._myJobs.CommitEdit(); 097.this.context.SubmitChanges((s) => 098.{ 099.ActionHistory myAction = new ActionHistory(); 100.myAction.PostingID = thisJob.PostingID; 101.myAction.Description = String.Format("Job '{0}' has been edited by {1}", thisJob.JobTitle, "default user"); 102.myAction.TimeStamp = DateTime.Now; 103.eventAggregator.GetEvent<AddActionEvent>().Publish(myAction); 104.} 105., null); 106.} 107.else 108.{ 109.this._myJobs.CancelEdit(); 110.} 111.this.MakeMeActive(this.regionManager, "MainRegion", "JobPostingsView"); 112.} 113.public void AddCompleteEventHandler(JobPosting job) 114.{ 115.if (job == null) 116.{ 117.// do nothing, new job add cancelled 118.} 119.else 120.{ 121.this.context.JobPostings.Add(job); 122.this.context.SubmitChanges((s) => 123.{ 124.ActionHistory myAction = new ActionHistory(); 125.myAction.PostingID = job.PostingID; 126.myAction.Description = String.Format("Job '{0}' has been added by {1}", job.JobTitle, "default user"); 127.myAction.TimeStamp = DateTime.Now; 128.eventAggregator.GetEvent<AddActionEvent>().Publish(myAction); 129.} 130., null); 131.} 132.this.MakeMeActive(this.regionManager, "MainRegion", "JobPostingsView"); 133.} 134.#endregion 135.public void GrabHistory(int postID) 136.{ 137.context.ActionHistories.Clear(); 138._selectionJobActionHistory = new QueryableCollectionView(context.ActionHistories); 139.context.Load(context.GetHistoryForJobQuery(postID)); 140.} Taking it from the top, we're injecting an Event Aggregator and Region Manager for use down the road and also have the public DelegateCommands (just like in the Menu module). We also grab a reference to our context, which we'll obviously need for data, then set up a few fields with public properties tied to them. We're also setting subscription tokens, which we have not yet seen but I will get into below. The AddNewRecord (50) and EditExistingRecord (54) methods should speak for themselves for functionality, the one thing of note is we're sending events off to the Event Aggregator which some module, somewhere will take care of. Since these aren't entirely relying on one another, the Jobs View doesn't care if anyone is listening, but it will publish AddJobEvent (52), NotifyUserEvent (58) and EditJobEvent (63)regardless. Don't mind the GrabHistory() method so much, that is just grabbing history items (visibly being created in the SubmitChanges callbacks), and adding them to the database. Every action will trigger a history event, so we'll know who modified what and when, just in case. ;) So where are we at? Well, if we click to Add a job, we publish an event, if we edit a job, we publish an event with the selected record (attained through the magic of binding). Where is this all going though? To the Viewmodel, of course! XAML for the AddEditJobView This is pretty straightforward except for one thing, noted below: 001.<Grid x:Name="LayoutRoot" 002.Background="White"> 003.<Grid x:Name="xEditGrid" 004.Margin="10" 005.validationHelper:ValidationScope.Errors="{Binding Errors}"> 006.<Grid.Background> 007.<LinearGradientBrush EndPoint="0.5,1" 008.StartPoint="0.5,0"> 009.<GradientStop Color="#FFC7C7C7" 010.Offset="0" /> 011.<GradientStop Color="#FFF6F3F3" 012.Offset="1" /> 013.</LinearGradientBrush> 014.</Grid.Background> 015.<Grid.RowDefinitions> 016.<RowDefinition Height="40" /> 017.<RowDefinition Height="40" /> 018.<RowDefinition Height="40" /> 019.<RowDefinition Height="100" /> 020.<RowDefinition Height="100" /> 021.<RowDefinition Height="100" /> 022.<RowDefinition Height="40" /> 023.<RowDefinition Height="40" /> 024.<RowDefinition Height="40" /> 025.</Grid.RowDefinitions> 026.<Grid.ColumnDefinitions> 027.<ColumnDefinition Width="150" /> 028.<ColumnDefinition Width="150" /> 029.<ColumnDefinition Width="300" /> 030.<ColumnDefinition Width="100" /> 031.</Grid.ColumnDefinitions> 032.<!-- Title --> 033.<TextBlock Margin="8" 034.Text="{Binding AddEditString}" 035.TextWrapping="Wrap" 036.Grid.Column="1" 037.Grid.ColumnSpan="2" 038.FontSize="16" /> 039.<!-- Data entry area--> 040. 041.<TextBlock Margin="8,0,0,0" 042.Style="{StaticResource LabelTxb}" 043.Grid.Row="1" 044.Text="Job Title" 045.VerticalAlignment="Center" /> 046.<TextBox x:Name="xJobTitleTB" 047.Margin="0,8" 048.Grid.Column="1" 049.Grid.Row="1" 050.Text="{Binding activeJob.JobTitle, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 051.Grid.ColumnSpan="2" /> 052.<TextBlock Margin="8,0,0,0" 053.Grid.Row="2" 054.Text="Location" 055.d:LayoutOverrides="Height" 056.VerticalAlignment="Center" /> 057.<TextBox x:Name="xLocationTB" 058.Margin="0,8" 059.Grid.Column="1" 060.Grid.Row="2" 061.Text="{Binding activeJob.Location, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 062.Grid.ColumnSpan="2" /> 063. 064.<TextBlock Margin="8,11,8,0" 065.Grid.Row="3" 066.Text="Description" 067.TextWrapping="Wrap" 068.VerticalAlignment="Top" /> 069. 070.<TextBox x:Name="xDescriptionTB" 071.Height="84" 072.TextWrapping="Wrap" 073.ScrollViewer.VerticalScrollBarVisibility="Auto" 074.Grid.Column="1" 075.Grid.Row="3" 076.Text="{Binding activeJob.Description, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 077.Grid.ColumnSpan="2" /> 078.<TextBlock Margin="8,11,8,0" 079.Grid.Row="4" 080.Text="Requirements" 081.TextWrapping="Wrap" 082.VerticalAlignment="Top" /> 083. 084.<TextBox x:Name="xRequirementsTB" 085.Height="84" 086.TextWrapping="Wrap" 087.ScrollViewer.VerticalScrollBarVisibility="Auto" 088.Grid.Column="1" 089.Grid.Row="4" 090.Text="{Binding activeJob.Requirements, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 091.Grid.ColumnSpan="2" /> 092.<TextBlock Margin="8,11,8,0" 093.Grid.Row="5" 094.Text="Qualifications" 095.TextWrapping="Wrap" 096.VerticalAlignment="Top" /> 097. 098.<TextBox x:Name="xQualificationsTB" 099.Height="84" 100.TextWrapping="Wrap" 101.ScrollViewer.VerticalScrollBarVisibility="Auto" 102.Grid.Column="1" 103.Grid.Row="5" 104.Text="{Binding activeJob.Qualifications, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}" 105.Grid.ColumnSpan="2" /> 106.<!-- Requirements Checkboxes--> 107. 108.<CheckBox x:Name="xResumeRequiredCB" Margin="8,8,8,15" 109.Content="Resume Required" 110.Grid.Row="6" 111.Grid.ColumnSpan="2" 112.IsChecked="{Binding activeJob.NeedsResume, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}"/> 113. 114.<CheckBox x:Name="xCoverletterRequiredCB" Margin="8,8,8,15" 115.Content="Cover Letter Required" 116.Grid.Column="2" 117.Grid.Row="6" 118.IsChecked="{Binding activeJob.NeedsCV, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}"/> 119. 120.<CheckBox x:Name="xOverviewRequiredCB" Margin="8,8,8,15" 121.Content="Overview Required" 122.Grid.Row="7" 123.Grid.ColumnSpan="2" 124.IsChecked="{Binding activeJob.NeedsOverview, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}"/> 125. 126.<CheckBox x:Name="xJobActiveCB" Margin="8,8,8,15" 127.Content="Job is Active" 128.Grid.Column="2" 129.Grid.Row="7" 130.IsChecked="{Binding activeJob.IsActive, Mode=TwoWay, NotifyOnValidationError=True, ValidatesOnExceptions=True}"/> 131. 132.<!-- Buttons --> 133. 134.<Button x:Name="xAddEditButton" Margin="8,8,0,10" 135.Content="{Binding AddEditButtonString}" 136.cal:Click.Command="{Binding AddEditCommand}" 137.Grid.Column="2" 138.Grid.Row="8" 139.HorizontalAlignment="Left" 140.Width="125" 141.telerik:StyleManager.Theme="Windows7" /> 142. 143.<Button x:Name="xCancelButton" HorizontalAlignment="Right" 144.Content="Cancel" 145.cal:Click.Command="{Binding CancelCommand}" 146.Margin="0,8,8,10" 147.Width="125" 148.Grid.Column="2" 149.Grid.Row="8" 150.telerik:StyleManager.Theme="Windows7" /> 151.</Grid> 152.</Grid> The 'validationHelper:ValidationScope' line may seem odd. This is a handy little trick for catching current and would-be validation errors when working in this whole setup. This all comes from an approach found on theJoy Of Code blog, although it looks like the story for this will be changing slightly with new advances in SL4/WCF RIA Services, so this section can definitely get an overhaul a little down the road. The code is the fun part of all this, so let us see what's happening under the hood. Viewmodel for the AddEditJobView We are going to see some of the same things happening here, so I'll skip over the repeat info and get right to the good stuff: 001.public class AddEditJobViewModel : ViewModelBase 002.{ 003.private readonly IEventAggregator eventAggregator; 004.private readonly IRegionManager regionManager; 005. 006.public RecruitingContext context; 007. 008.private JobPosting _activeJob; 009.public JobPosting activeJob 010.{ 011.get { return _activeJob; } 012.set 013.{ 014.if (_activeJob != value) 015.{ 016._activeJob = value; 017.NotifyChanged("activeJob"); 018.} 019.} 020.} 021. 022.public bool isNewJob; 023. 024.private string _addEditString; 025.public string AddEditString 026.{ 027.get { return _addEditString; } 028.set 029.{ 030.if (_addEditString != value) 031.{ 032._addEditString = value; 033.NotifyChanged("AddEditString"); 034.} 035.} 036.} 037. 038.private string _addEditButtonString; 039.public string AddEditButtonString 040.{ 041.get { return _addEditButtonString; } 042.set 043.{ 044.if (_addEditButtonString != value) 045.{ 046._addEditButtonString = value; 047.NotifyChanged("AddEditButtonString"); 048.} 049.} 050.} 051. 052.public SubscriptionToken addJobToken = new SubscriptionToken(); 053.public SubscriptionToken editJobToken = new SubscriptionToken(); 054. 055.public DelegateCommand<object> AddEditCommand { get; set; } 056.public DelegateCommand<object> CancelCommand { get; set; } 057. 058.private ObservableCollection<ValidationError> _errors = new ObservableCollection<ValidationError>(); 059.public ObservableCollection<ValidationError> Errors 060.{ 061.get { return _errors; } 062.} 063. 064.private ObservableCollection<ValidationResult> _valResults = new ObservableCollection<ValidationResult>(); 065.public ObservableCollection<ValidationResult> ValResults 066.{ 067.get { return this._valResults; } 068.} 069. 070.public AddEditJobViewModel(IEventAggregator eventAgg, IRegionManager regionmanager) 071.{ 072.// set Unity items 073.this.eventAggregator = eventAgg; 074.this.regionManager = regionmanager; 075. 076.context = new RecruitingContext(); 077. 078.AddEditCommand = new DelegateCommand<object>(this.AddEditJobCommand); 079.CancelCommand = new DelegateCommand<object>(this.CancelAddEditCommand); 080. 081.SetSubscriptions(); 082.} 083. 084.#region Subscription Declaration and Events 085. 086.public void SetSubscriptions() 087.{ 088.AddJobEvent addJob = this.eventAggregator.GetEvent<AddJobEvent>(); 089. 090.if (addJobToken != null) 091.addJob.Unsubscribe(addJobToken); 092. 093.addJobToken = addJob.Subscribe(this.AddJobEventHandler); 094. 095.EditJobEvent editJob = this.eventAggregator.GetEvent<EditJobEvent>(); 096. 097.if (editJobToken != null) 098.editJob.Unsubscribe(editJobToken); 099. 100.editJobToken = editJob.Subscribe(this.EditJobEventHandler); 101.} 102. 103.public void AddJobEventHandler(bool isNew) 104.{ 105.this.activeJob = null; 106.this.activeJob = new JobPosting(); 107.this.activeJob.IsActive = true; // We assume that we want a new job to go up immediately 108.this.isNewJob = true; 109.this.AddEditString = "Add New Job Posting"; 110.this.AddEditButtonString = "Add Job"; 111. 112.MakeMeActive(this.regionManager, "MainRegion", "AddEditJobView"); 113.} 114. 115.public void EditJobEventHandler(JobPosting editJob) 116.{ 117.this.activeJob = null; 118.this.activeJob = editJob; 119.this.isNewJob = false; 120.this.AddEditString = "Edit Job Posting"; 121.this.AddEditButtonString = "Edit Job"; 122. 123.MakeMeActive(this.regionManager, "MainRegion", "AddEditJobView"); 124.} 125. 126.#endregion 127. 128.#region DelegateCommands from View 129. 130.public void AddEditJobCommand(object obj) 131.{ 132.if (this.Errors.Count > 0) 133.{ 134.List<string> errorMessages = new List<string>(); 135. 136.foreach (var valR in this.Errors) 137.{ 138.errorMessages.Add(valR.Exception.Message); 139.} 140. 141.this.eventAggregator.GetEvent<DisplayValidationErrorsEvent>().Publish(errorMessages); 142. 143.} 144.else if (!Validator.TryValidateObject(this.activeJob, new ValidationContext(this.activeJob, null, null), _valResults, true)) 145.{ 146.List<string> errorMessages = new List<string>(); 147. 148.foreach (var valR in this._valResults) 149.{ 150.errorMessages.Add(valR.ErrorMessage); 151.} 152. 153.this._valResults.Clear(); 154. 155.this.eventAggregator.GetEvent<DisplayValidationErrorsEvent>().Publish(errorMessages); 156.} 157.else 158.{ 159.if (this.isNewJob) 160.{ 161.this.eventAggregator.GetEvent<AddJobCompleteEvent>().Publish(this.activeJob); 162.} 163.else 164.{ 165.this.eventAggregator.GetEvent<EditJobCompleteEvent>().Publish(true); 166.} 167.} 168.} 169. 170.public void CancelAddEditCommand(object obj) 171.{ 172.if (this.isNewJob) 173.{ 174.this.eventAggregator.GetEvent<AddJobCompleteEvent>().Publish(null); 175.} 176.else 177.{ 178.this.eventAggregator.GetEvent<EditJobCompleteEvent>().Publish(false); 179.} 180.} 181. 182.#endregion 183.} 184.} We start seeing something new on line 103- the AddJobEventHandler will create a new job and set that to the activeJob item on the ViewModel. When this is all set, the view calls that familiar MakeMeActive method to activate itself. I made a bit of a management call on making views self-activate like this, but I figured it works for one reason. As I create this application, views may not exist that I have in mind, so after a view receives its 'ping' from being subscribed to an event, it prepares whatever it needs to do and then goes active. This way if I don't have 'edit' hooked up, I can click as the day is long on the main view and won't get lost in an empty region. Total personal preference here. :) Everything else should again be pretty straightforward, although I do a bit of validation checking in the AddEditJobCommand, which can either fire off an event back to the main view/viewmodel if everything is a success or sent a list of errors to our notification module, which pops open a RadWindow with the alerts if any exist. As a bonus side note, here's what my WCF RIA Services metadata looks like for handling all of the validation: private JobPostingMetadata() { } [StringLength(2500, ErrorMessage = "Description should be more than one and less than 2500 characters.", MinimumLength = 1)] [Required(ErrorMessage = "Description is required.")] public string Description; [Required(ErrorMessage="Active Status is Required")] public bool IsActive; [StringLength(100, ErrorMessage = "Posting title must be more than 3 but less than 100 characters.", MinimumLength = 3)] [Required(ErrorMessage = "Job Title is required.")] public bool JobTitle; [Required] public string Location; public bool NeedsCV; public bool NeedsOverview; public bool NeedsResume; public int PostingID; [Required(ErrorMessage="Qualifications are required.")] [StringLength(2500, ErrorMessage="Qualifications should be more than one and less than 2500 characters.", MinimumLength=1)] public string Qualifications; [StringLength(2500, ErrorMessage = "Requirements should be more than one and less than 2500 characters.", MinimumLength = 1)] [Required(ErrorMessage="Requirements are required.")] public string Requirements;   The RecruitCB Alternative See all that Xaml I pasted above? Those are now two pieces sitting in the JobsView.xaml file now. The only real difference is that the xEditGrid now sits in the same place as xJobsGrid, with visibility swapping out between the two for a quick switch. I also took out all the cal: and command: command references and replaced Button events with clicks and the Grid selection command replaced with a SelectedItemChanged event. Also, at the bottom of the xEditGrid after the last button, I add a ValidationSummary (with Visibility=Collapsed) to catch any errors that are popping up. Simple as can be, and leads to this being the single code-behind file: 001.public partial class JobsView : UserControl 002.{ 003.public RecruitingContext context; 004.public JobPosting activeJob; 005.public bool isNew; 006.private ObservableCollection<ValidationResult> _valResults = new ObservableCollection<ValidationResult>(); 007.public ObservableCollection<ValidationResult> ValResults 008.{ 009.get { return this._valResults; } 010.} 011.public JobsView() 012.{ 013.InitializeComponent(); 014.this.Loaded += new RoutedEventHandler(JobsView_Loaded); 015.} 016.void JobsView_Loaded(object sender, RoutedEventArgs e) 017.{ 018.context = new RecruitingContext(); 019.xJobsGrid.ItemsSource = context.JobPostings; 020.context.Load(context.GetJobPostingsQuery()); 021.} 022.private void xAddRecordButton_Click(object sender, RoutedEventArgs e) 023.{ 024.activeJob = new JobPosting(); 025.isNew = true; 026.xAddEditTitle.Text = "Add a Job Posting"; 027.xAddEditButton.Content = "Add"; 028.xEditGrid.DataContext = activeJob; 029.HideJobsGrid(); 030.} 031.private void xEditRecordButton_Click(object sender, RoutedEventArgs e) 032.{ 033.activeJob = xJobsGrid.SelectedItem as JobPosting; 034.isNew = false; 035.xAddEditTitle.Text = "Edit a Job Posting"; 036.xAddEditButton.Content = "Edit"; 037.xEditGrid.DataContext = activeJob; 038.HideJobsGrid(); 039.} 040.private void xAddEditButton_Click(object sender, RoutedEventArgs e) 041.{ 042.if (!Validator.TryValidateObject(this.activeJob, new ValidationContext(this.activeJob, null, null), _valResults, true)) 043.{ 044.List<string> errorMessages = new List<string>(); 045.foreach (var valR in this._valResults) 046.{ 047.errorMessages.Add(valR.ErrorMessage); 048.} 049.this._valResults.Clear(); 050.ShowErrors(errorMessages); 051.} 052.else if (xSummary.Errors.Count > 0) 053.{ 054.List<string> errorMessages = new List<string>(); 055.foreach (var err in xSummary.Errors) 056.{ 057.errorMessages.Add(err.Message); 058.} 059.ShowErrors(errorMessages); 060.} 061.else 062.{ 063.if (this.isNew) 064.{ 065.context.JobPostings.Add(activeJob); 066.context.SubmitChanges((s) => 067.{ 068.ActionHistory thisAction = new ActionHistory(); 069.thisAction.PostingID = activeJob.PostingID; 070.thisAction.Description = String.Format("Job '{0}' has been edited by {1}", activeJob.JobTitle, "default user"); 071.thisAction.TimeStamp = DateTime.Now; 072.context.ActionHistories.Add(thisAction); 073.context.SubmitChanges(); 074.}, null); 075.} 076.else 077.{ 078.context.SubmitChanges((s) => 079.{ 080.ActionHistory thisAction = new ActionHistory(); 081.thisAction.PostingID = activeJob.PostingID; 082.thisAction.Description = String.Format("Job '{0}' has been added by {1}", activeJob.JobTitle, "default user"); 083.thisAction.TimeStamp = DateTime.Now; 084.context.ActionHistories.Add(thisAction); 085.context.SubmitChanges(); 086.}, null); 087.} 088.ShowJobsGrid(); 089.} 090.} 091.private void xCancelButton_Click(object sender, RoutedEventArgs e) 092.{ 093.ShowJobsGrid(); 094.} 095.private void ShowJobsGrid() 096.{ 097.xAddEditRecordButtonPanel.Visibility = Visibility.Visible; 098.xEditGrid.Visibility = Visibility.Collapsed; 099.xJobsGrid.Visibility = Visibility.Visible; 100.} 101.private void HideJobsGrid() 102.{ 103.xAddEditRecordButtonPanel.Visibility = Visibility.Collapsed; 104.xJobsGrid.Visibility = Visibility.Collapsed; 105.xEditGrid.Visibility = Visibility.Visible; 106.} 107.private void ShowErrors(List<string> errorList) 108.{ 109.string nm = "Errors received: \n"; 110.foreach (string anerror in errorList) 111.nm += anerror + "\n"; 112.RadWindow.Alert(nm); 113.} 114.} The first 39 lines should be pretty familiar, not doing anything too unorthodox to get this up and running. Once we hit the xAddEditButton_Click on line 40, we're still doing pretty much the same things except instead of checking the ValidationHelper errors, we both run a check on the current activeJob object as well as check the ValidationSummary errors list. Once that is set, we again use the callback of context.SubmitChanges (lines 68 and 78) to create an ActionHistory which we will use to track these items down the line. That's all? Essentially... yes. If you look back through this post, most of the code and adventures we have taken were just to get things working in the MVVM/Prism setup. Since I have the whole 'module' self-contained in a single JobView+code-behind setup, I don't have to worry about things like sending events off into space for someone to pick up, communicating through an Infrastructure project, or even re-inventing events to be used with attached behaviors. Everything just kinda works, and again with much less code. Here's a picture of the MVVM and Code-behind versions on the Jobs and AddEdit views, but since the functionality is the same in both apps you still cannot tell them apart (for two-strike): Looking ahead, the Applicants module is effectively the same thing as the Jobs module, so most of the code is being cut-and-pasted back and forth with minor tweaks here and there. So that one is being taken care of by me behind the scenes. Next time, we get into a new world of fun- the interview scheduling module, which will pull from available jobs and applicants for each interview being scheduled, tying everything together with RadScheduler to the rescue. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to use caching to increase render performance?

    - by Christian Ivicevic
    First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints. Concept of my engine My engine uses the concept of GameScreens which are stored on a stack in the main game class. The main methods of a screen are usually LoadContent, Render, Update and InitMultithreading. (I use the last one because I am using v8 as a JavaScript bridge to the engine. The main game loop then renders the top screen on the stack (if there is one; otherwise, it exits the game) - actually it calls the render methods, but stores all items to be rendered in a list. After gathering all this information the methods like SDL_BlitSurface are called by my GameUIRenderer which draws the enqueued content and then draws some overlay. The code looks like this: while(Game is running) { Handle input if(Screens on stack == 0) exit Update timer etc. Clear the screen Peek the screen on the stack and collect information on what to render Actually render the enqueue screen stuff and some overlay etc. Flip the screen } The GameUIRenderer uses as hinted a std::vector<std::shared_ptr<ImageToRender>> to hold all necessary information described by this class: class ImageToRender { private: SDL_Surface* image; int x, y, w, h, xOffset, yOffset; }; This bunch of attributes is usually needed if I have a texture atlas with all tiles in one SDL_Surface and then the engine should crop one specific area and draw this to the screen. The GameUIRenderer::Render() method then just iterates over all elements and renders them something like this: std::for_each( this->m_vImageVector.begin(), this->m_vImageVector.end(), [this](std::shared_ptr<ImageToRender> pCurrentImage) { SDL_Rect rc = { pCurrentImage->x, pCurrentImage->y, 0, 0 }; // For the sake of simplicity ignore offsets... SDL_Rect srcRect = { 0, 0, pCurrentImage->w, pCurrentImage->h }; SDL_BlitSurface(pCurrentImage->pImage, &srcRect, g_pFramework->GetScreen(), &rc); } ); this->m_vImageVector.clear(); Current ideas which need to be reviewed The specified approach works really good and IMHO it is really has a good structure, however the performance could be definitely increased. I would like to know what do you suggest, how to implement efficient caching of surfaces etc so that there is no need to redraw the same scene over and over again? The map itself would be almost static, only when the player moves, we would need to move the map. Furthermore animated entities would either require updates of the whole map or updates of only the specific areas the entities are currently moving in. My first approaches were to include a flag IsTainted which should be used by the GameUIRenderer to decide whether to redraw everything or use cached version (or to not render anything so that we do not have to Clear the screen and let the last frame persist). However this seems to be quite messy if I have to manually handle in my Render method of the screen class if something has changed or not.

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  • Adobe Photoshop CS5 vs Photoshop CS5 extended

    - by Edward
    Adobe Photoshop has been an industry standard for most web designers & photographers worldwide. Photoshop CS5 has made photography editing much more refined and the composition process has become much easier than ever before.  To study the advantage of Photoshop CS5 extended over Photoshop CS5 we have written this comparison article, with both a Designer’s & Photographer’s perspective. Hopefully it shall help you in your buying/upgrade decision. Photoshop CS5 Photoshop CS5 has refining feature with powerful photography tools. It made editing process easy as fewer steps are involved to remove noise, add grain, create vignettes, correct lens distortions, sharpen, and create HDR images. It has quick image correction and color and tone control for professional purpose. Intelligent image editing and enhancement , extraordinary advanced compositing has made it a better tool than earlier versions for photographers. It allows users to accelerate workflow with fast performance on 64-bit Windows® and Mac hardware systems and smoother interactions due to more GPU-accelerated features. It also boasts of a state-of-the-art processing with Adobe Photoshop Camera Raw 6 and helps to maximize creative impact. It provides for tremendous precision and freedom. It allows user to easily select intricate image elements, such as hair and create realistic painting effects. It also allows to remove any image element and see the space fill in almost magically. It has easy access to core editing and streamlined work flow and flexible work ambience. It has creative tools and contents. Photoshop CS5 Extended Photoshop CS5 extended is quite innovative and has incorporated 3D elements to 2D artwork directly within digital imaging application, which enables user to do an easy on-ramp to 3D image creation. It also provides for 3D editing. It has intelligent image editing and enhancement. It offers advance composing and has extraordinary painting and drawing toolset. It provides for video and animation designing. It helps to work with specialized images for architecture, manufacturing, engineering, science, and medicine. Where CS5 extended scores over CS5 CS5 extended has many features, which were not included in CS5. These features make it score more over CS5. These features are: Technology for creating 3D extrusion 3D material library and picker Field depth for 3D 3D merging and scene composition improvements 3D workflow improvement Customization of 3D features Image based light source Shadow catcher for shadow creation Enhanced ray tracer Context sensitive widgets, which allows easy control of objects, lights and cameras. Overlays for materials and mesh boundaries Photoshop CS5 extended is far better than CS5 as it incorporates all the features of CS5 and have more advanced features. It allows 3D creation and editing and has other advanced tools to make it better. Redefining the Image-Editing Experience  : A Photographer’s point of View Photoshop CS5 delivers amazing features and creative options so even new users can perform advanced image manipulations and compositions. Breath taking image intelligence behind Content-Aware Fill magically removes any image detail or object, examines the surroundings and seamlessly fills in the space left behind. Lighting, tone and noise of the surrounding area can be matched. New Refine Edge makes nearly-impossible image selections possible. Masking was never easier, the toughest types of edges, such as hair and foliage seem easier to fix. To sum up following are few advantages of CS5 extended over previous versions 64-bit processing Content Aware Fill Refine Edge, “makes nearly-impossible image selections impossible” HDR Pro, including ghost artifact removal and HDR toning, which gives the look of HDR with a single exposure New brush options Improved image management with enhanced Adobe Bridge Lens corrections Improved black-and-white conversions Puppet Warp: Precisely reposition or warp any image element Adobe Camera Raw 6 Upgrade Buy Online Pricing and Availability Adobe Photoshop CS5 and CS5 Extended are available through Adobe Authorized Resellers & the Adobe Store. Estimated street price for Adobe Photoshop CS5 is US$699 and US$999 for Photoshop CS5 Extended. Upgrade pricing and volume licensing are also available. Related posts:10 Free Alternatives for Adobe Photoshop Software Web based Alternatives to Photoshop 15 Useful Adobe Illustrator Tutorials For Designers

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  • Improving performance of a particle system (OpenGL ES)

    - by Jason
    I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 particles, which I think is pretty low. Here's a summary of my approach: I start with point sprites (GL_POINTS) rendered in a batch just using a native float buffer (I'm in Java-land on Android, so that translates as a java.nio.FloatBuffer). On GL context init, the following are set: GLES20.glViewport(0, 0, width, height); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glDisable(GLES20.GL_DEPTH_TEST); Each draw frame sets the following: GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); And I bind a single texture: GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle); GLES20.glUniform1i(mUniformTextureHandle, 0); Which is just a simple circle with some blur (and hence some transparency) http://cl.ly/image/0K2V2p2L1H2x Then there are a bunch of glVertexAttribPointer calls: mBuffer.position(position); mGlEs20.glVertexAttribPointer(mAttributeRGBHandle, valsPerRGB, GLES20.GL_FLOAT, false, stride, mBuffer); ...4 more of these Then I'm drawing: GLES20.glUniformMatrix4fv(mUniformProjectionMatrixHandle, 1, false, Camera.mProjectionMatrix, 0); GLES20.glDrawArrays(GLES20.GL_POINTS, 0, drawCalls); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); My vertex shader does have some computation in it, but given that they're point sprites (with only 2 coordinate values) I'm not sure this is the problem: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform mat4 u_ProjectionMatrix; attribute vec4 a_Position; attribute float a_PointSize; attribute vec3 a_RGB; attribute float a_Alpha; attribute float a_Burn; varying vec4 v_Color; void main() { vec3 v_FGC = a_RGB * a_Alpha; v_Color = vec4(v_FGC.x, v_FGC.y, v_FGC.z, a_Alpha * (1.0 - a_Burn)); gl_PointSize = a_PointSize; gl_Position = u_ProjectionMatrix * a_Position; } My fragment shader couldn't really be simpler: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform sampler2D u_Texture; varying vec4 v_Color; void main() { gl_FragColor = texture2D(u_Texture, gl_PointCoord) * v_Color; } That's about it. I had read that transparent pixels in point sprites can cause issues, but surely not at only 400 points? I'm running on a fairly new device (12 month old Galaxy Nexus). My question is less about my approach (although I'm open to suggestion) but more about whether there are any specific OpenGL "no no's" that have leaked into my code. I'm sure there's GL master out there facepalming right now... I'd love to hear any critique.

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