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  • Image processing custom filter 7 by 7

    - by ladiesMan217
    Lets say I have a 7 by 7 neighborhood around a pixel that looks like this 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 and I wanna filter the above by replacing the pixel p by the average of those pixels whose value lie in the range -10<=p_value <=10. I am new to image processing and I think in this case p_value is 25 and around 25 that are many pixel values in that range but don't exactly know to construct a convolution filter out of it.

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  • How would I get an img element to render under a background-image in CSS.

    - by Nat Ryall
    Basically, I am trying to put a semi-transparent div over an image to serve as a background for text for a slideshow. Unfortunately, the browser seems intent on always rendering the img over the background-image. Is there any way to fix this? Here is my current CSS for the semi-transparent div: #slideshow .info { height: 80px; margin-top: -80px; background: url(../../images/slideshow-info-pixel.png) repeat; } ... with slideshow-info-pixel.png being a single pixel, 50% opacity, PNG 24. I have so far tried z-index and the CSS must be compatible with IE6.

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  • Minimum team development sizes

    - by MarkPearl
    Disclaimer - these are observations that I have had, I am not sure if this follows the philosophy of scrum, agile or whatever, but most of these insights were gained while implementing a scrum scenario. Two is a partnership, three starts a team For a while I thought that a team was anything more than one and that scrum could be effective methodology with even two people. I have recently adjusted my thinking to a scrum team being a minimum of three, so what happened to two and what do you call it? For me I consider a group of two people working together a partnership - there is value in having a partnership, but some of the dynamics and value that you get from having a team is lost with a partnership. Avoidance of a one on one confrontation The first dynamic I see missing in a partnership is the team motivation to do better and how this is delivered to individuals that are not performing. Take two highly motivated individuals and put them together and you will typically see them continue to perform. Now take a situation where you have two individuals, one performing and one not and the behaviour is totally different compared to a team of three or more individuals. With two people, if one feels the other is not performing it becomes a one on one confrontation. Most people avoid confrontations and so nothing changes. Compare this to a situation where you have three people in a team, 2 performing and 1 not the dynamic is totally different, it is no longer a personal one on one confrontation but a team concern and people seem more willing to encourage the individual not performing and express their dissatisfaction as a team if they do not improve. Avoiding the effects of Tuckman’s Group Development Theory If you are not familiar with Tuckman’s group development theory give it a read (http://en.wikipedia.org/wiki/Tuckman's_stages_of_group_development) In a nutshell with Tuckman’s theory teams go through these stages of Forming, Storming, Norming & Performing. You want your team to reach and remain in the Performing stage for as long as possible - this is where you get the most value. When you have a partnership of two and you change the individuals in the partnership you basically do a hard reset on the partnership and go back to the beginning of Tuckman’s model each time. This has a major effect on the performance of a team and what they can deliver. What I have seen is that you reduce the effects of Tuckman's theory the more individuals you have in the team (until you hit the maximum team size in which other problems kick in). While you will still experience Tuckman's theory with a team of three, the impact will be greatly reduced compared to two where it is guaranteed every time a change occurs. It's not just in the numbers, it's in the people One final comment - while the actual numbers of a team do play a role, the individuals in the team are even more important - ideally you want to keep individuals working together for an extended period. That doesn't mean that you never change the individuals in a team, or that once someone joins a team they are stuck there - there is value in an individual moving from team to team and getting cross pollination, but the period of time that an individual moves should be in month's or years, not days or weeks. Why? So why is it important to know this? Why is it important to know how a team works and what motivates them? I have been asking myself this question for a while and where I am at right now is this… the aim is to achieve the stage where the sum of the total (team) is greater than the sum of the parts (team members). This is why we form teams and why understanding how they work is a challenge and also extremely stimulating.

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  • HP dv6910 laptop no longer recognizes wireless adapter, dvd drive, and one usb port. What can I do about this?

    - by Joan H.
    In the last 3 weeks, my not even 3 year old HP laptop (vista) just seems to be failing. First, one of the usb ports stopped working. Next, the dvd drive all of a sudden was not recognized as even existing, so it is now useless. And as of today, I no longer seem to have a wireless adapter on my laptop. It doesn't show up in device manager, same as the dvd drive. I can connect to the internet by ethernet cable, but not wirelessly. It worked fine last night; now it doesn't even exist! I have tried a 'hard reset' I read about on HP's forum- no help. I am not sure what else to try. I read about the USB wifi dongle in another response, but I already have maxed our my usb ports even though I have bought a USB hub since the one port failed. Plus, I'd like my laptop to just work like it's supposed to instead of being jerry rigged with usb hubs, external dvd drives, and wifi dongles etc. Any ideas?

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  • WebBrowser Control in ATL window. How to free up memory on window unload? I'm stuck.

    - by Martin
    Hello there. I have a Win32 C++ Application. There is the _tWinMain(...) Method with GetMessage(...) in a while loop at the end. Before GetMessage(...) I create the main window with HWND m_MainHwnd = CreateWindowExW(WS_EX_TOOLWINDOW | WS_EX_LAYERED, CAxWindow::GetWndClassName(), _TEXT("http://www.-website-.com"), WS_POPUP, 0, 0, 1024, 768, NULL, NULL, m_Instance, NULL); ShowWindow(m_MainHwnd) If I do not create the main window, my application needs about 150K in memory. But with creating the main window with the WebBrowser Control inside, the memory usage increases to 8500K. But, I want to dynamically unload the main window. My _tWinMain(...) keeps running! Im unloading with DestroyWindow(m_MainHwnd) But the WebBrowser control won't unload and free up it's memory used! Application memory used is still 8500K! I can also get the WebBrowser Instance or with some additional code the WebBrowser HWND IWebBrowser2* m_pWebBrowser2; CAxWindow wnd = (CAxWindow)m_MainHwnd; HRESULT hRet = wnd.QueryControl(IID_IWebBrowser2, (void**)&m_pWebBrowser2); So I tried to free up the memory used by main window and WebBrowser control with (let's say it's experimental): if(m_pWebBrowser2) m_pWebBrowser2->Release(); DestroyWindow(m_hwndWebBrowser); //<-- just analogous OleUninitialize(); No success at all. I also created a wrapper class which creates the main window. I created a pointer and freed it up with delete: Wrapper* wrapper = new Wrapper(); //wrapper creates main window inside and shows it //...do some stuff delete(wrapper); No success. Still 8500K. So please, how can I get rid of the main window and it's WebBrowser control and free up the memory, returning to about 150K. Later I will recreate the window. It's a dynamically load and unload of the main window, depending on other commands. Thanks! Regards Martin

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  • Building an http packet in libnet(tcp packet), Please help us as soon as posible. we are stuck!

    - by Hila
    we are building a NAT program,we change each packet that comes from our internal subnet, change it's source IP address by libnet functions.( catch the packet with libpcap, put it sniff structures and build the new packet with libnet) over TCP, the syn/ack packets are good after the change, and when a HTTP-GET request is coming, we can see by wireshark that there is an error on the checksum field.. all the other fields are exactly the same as the original packet. Is anyone knows what can cause this problem? the new checksum in other packets is calculated as it should be.. but in the HTTP packet it doesn't..

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  • Open Source vs. Closed Source? Which one to choose? [closed]

    - by Rafal Chmiel
    So far, I was always creating open-source applications (or didn't publish them at all) because it was free for me to create a new CodePlex project, and upload everything. Couple of days ago I started wandering what kind of apps should I make, closed or open source. I can see "cons" and "pros" in both such as the ones below: Open Source: Pro, free project hosting (CodePlex is excellent for .NET app updates. ClickOnce etc) Pro, free help such as developers and designers Con, people can get your source code and (sometimes) use some of your code in their apps and make money Con, companies such as Microsoft, Twitter or Tumblr won't be looking forward in buying your project (like for example Twitter bought TweetDeck - TweetDeck being a closed source AIR application, of course) Closed Source: Pro, it's harder for people to copy your idea without the source code Pro, you're more likely to get acquired/bought by companies Con, no free hosting - you have to have a website to do so (not good for updates) Con, no free help What do you think? What do you think I should choose?

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  • I've changed my URL schema. How do I tell Google to index the new schema and forget the old one?

    - by growse
    I had a site where the urls were constructed like this /index.php/Topic /index.php/AnotherTopic These were indexed in google, and search results returned that pointed to these. However, I've recently replatformed that site, and reconfigured it so the above urls would be: /index.php?title=Topic /index.php?title=AnotherTopic The original urls are returning 404s. The site is linking to the correct URL schema internally, but Google is retaining the original schema in its search results. I've updated and resubmitted the sitemap which only contains the new schema. Also, Google's webmasters tool is going slightly bananas at the fact there's now a spike in 404 errors in its crawl results. What would be the best approach to get Google to 'forget' about the old schema, and instead index the new schema? Should I try blocking /index.php/ in robots.txt? Should I be returning 301 codes instead of 404 for the original urls?

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  • Does it make the game more fun when the user is forced to progress thru the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will just quit playing the game and delete the app since they get frustrated and can't play any other puzzles until the current puzzle is solved. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from that they need to solve before unlocking the next level, it almost seems as tho I'm making them feel like it's work they have to do. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is more motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • C#.NET: How to update multiple .NET pages when a particular event occurs in one .Net page? In another words how to use Observer pattern(Publish and subscribe to events)

    Problem: Suppose you have a scenario in which you have to update multiple pages when an event occurs in main page. For example imagine you have a main page where you are dispalying a tab control. This tab control has 3 tab pages where you are loading 3 different user controls. On click of an update button in main page imagine if you have do something in all the 3 tab panels. In other words an event in main page has to be handled in many other pages. An event in main page which contains the tab control has to be handled in all the tab panels(user controls) Answer: Use Observer pattern Define a base page for the page that contains the tab control. Main page which contains the tab: Baseline_Baseline Basepage for the above main page: BaselineBasePage User control that has to be udpated for an event in main page: Baseline_PriorNonDeloitte Source Code: public class BaselineBasePage : System.Web.UI.Page { IList lstControls = new List(); public void Add(IObserver userControl) { lstControls.Add(userControl); } public void Remove(IObserver userControl) { lstControls.Remove(userControl); } public void RemoveAllUserControls() { lstControls.Clear(); } public void Update(SaveEventArgs e) { foreach (IObserver LobjControl in lstControls) { LobjControl.Save(e); } } } public interface IObserver { void Update(SaveEventArgs e); } public partial class Baseline_Baseline : BaselineBasePage { . . . this.Add(_ucPI); this.Add(_ucPI1); protected void abActionBar_saveClicked(object sender, EventArgs e) { SaveEventArgs se = new SaveEventArgs(); se.TabType = (BaselineTabType)tcBaseline.ActiveTabIndex; this.Update(se); } } Public class Baseline_PriorNonDeloitte : System.Web.UI.UserControl,IObserver { public void Update(SaveEventArgs e) { } } More info at: http://www.dofactory.com/Patterns/PatternObserver.aspx span.fullpost {display:none;}

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  • New grad; To overcome complete lack of experience, should I ditch a creative pet project in lieu of one that would demonstrate more applicable skills?

    - by Hart Simha
    I am currently working on a project on github that I think would be a good demonstration of my initiative, creativity and enthusiasm. It is an educational game I am developing in pygame that enables the user to learn to improve their development productivity by using vim, specifically with python, though learning to code faster with vim should be transferable to any language. I think this is something that might have a mass appeal and benefit to a lot of people in a measurable way. -However- I am graduating from college in a month (my degree is computer science with a minor in English), with no experience that is relevant to helping me get any kind of job in the field, and a gpa that doesn't tout my merits. I could pursue a career in game development, but it's not necessarily what I'm most interested in, and see myself applying to startups around the country. To the places I am looking at applying, showing that I have experience with pygame is going to be largely irrelevant, except in demonstration of my ability to code, period. A lot of skills that ARE more marketable, such a data modeling, GIS, mobile application, development, javascript, .net framework, and various web development technologies, are not going to be showcased by this project (on the upside, employers do like to see familiarity with git and python). I'm wondering if I should sink all my free time in the next couple of months into this project, since I'm motivated and interested in it, and if the value of being able to demonstrate ambition and 'good ideas' (for lack of a better term, and in my own opinion) will compensate for the absence of demonstrating more sought-after skills. I am probably at a point where I should either commit fully to this project now, or put it on the backburner in favor of something else, and I am leaning towards continuing with what I am already working on, because I think it's a great idea, and something achievable to me with enough dedication over the next couple months. But the most important thing to me is being able to get a job out of college, which I am exceedingly concerned about as the professional landscape which I am navigating for the first time is a lot more intimidating than I could have anticipated, with almost every job (even short-term contract positions) requiring years of experience which I lack. So in brief, the common denominator to answering the question "How can I overcome experience requirements for a job" seems to be "Show off your own project." I want to know WHICH project I should work on to best increase my chances of getting a job out of college, keeping in mind that I have no experience. I believe this question is applicable to any new grad that lacks demonstrable experience.

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  • Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will probably just quit playing the game and delete the app. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from, I'm concerned I might be making them feel like it's a lot of work they have to do and that's bad. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is actually motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • What is better for the overall performance and feel of the game: one setInterval performing all the work, or many of them doing individual tasks?

    - by Bane
    This question is, I suppose, not limited to Javascript, but it is the language I use to create my game, so I'll use it as an example. For now, I have structured my HTML5 game like this: var fps = 60; var game = new Game(); setInterval(game.update, 1000/fps); And game.update looks like this: this.update = function() { this.parseInput(); this.logic(); this.physics(); this.draw(); } This seems a bit inefficient, maybe I don't need to do all of those things at once. An obvious alternative would be to have more intervals performing individual tasks, but is it worth it? var fps = 60; var game = new Game(); setInterval(game.draw, 1000/fps); setInterval(game.physics, 1000/a); //where "a" is some constant, performing the same function as "fps" ... With which approach should I go and why? Is there a better alternative? Also, in case the second approach is the best, how frequently should I perform the tasks?

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  • Why is the Amazon and Ubuntu One Music webapp part of common? Can it be removed without removing all others?

    - by DoDoGo
    I've just noticed that those two, which I have completely no use of, are part of the common package. This means I cannot remove them without removing everything. But I like all the other webapps, GMail, Docs and so on. I just don't want Amazon popping up in my launcher when I go there once a blue moon and not leaving until I turn Firefox off. Is there any way I can remove it without removing the rest?

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  • Can't boot from Ubuntu 12.04 live USB

    - by 8vius
    I'm trying to recover GRUB after installing Windows 7. I installed Ubuntu 12.04 first, then installed Windows 7 so I lost the GRUB at startup. Made a USB stick with Ubuntu to boot from, I get the menu tell it to start and it takes off but then gets stuck. The last line showing on the screen is: ata10: PATA max UDMA/100 cmd 0xc800 ctl 0xc480 irq 17 or this: [4.793048] scsi9 : pata_jmicron Then it just gets stuck there and the screen flashes from time to time.

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  • C#.NET: How to update multiple .NET pages when a particular event occurs in one .Net page? In another words how to use Observer pattern(Publish and subscribe to events)

    Problem: Suppose you have a scenario in which you have to update multiple pages when an event occurs in main page. For example imagine you have a main page where you are dispalying a tab control. This tab control has 3 tab pages where you are loading 3 different user controls. On click of an update button in main page imagine if you have do something in all the 3 tab panels. In other words an event in main page has to be handled in many other pages. An event in main page which contains the tab control has to be handled in all the tab panels(user controls) Answer: Use Observer pattern Define a base page for the page that contains the tab control. Main page which contains the tab: Baseline_Baseline Basepage for the above main page: BaselineBasePage User control that has to be udpated for an event in main page: Baseline_PriorNonDeloitte Source Code: public class BaselineBasePage : System.Web.UI.Page { IList lstControls = new List(); public void Add(IObserver userControl) { lstControls.Add(userControl); } public void Remove(IObserver userControl) { lstControls.Remove(userControl); } public void RemoveAllUserControls() { lstControls.Clear(); } public void Update(SaveEventArgs e) { foreach (IObserver LobjControl in lstControls) { LobjControl.Save(e); } } } public interface IObserver { void Update(SaveEventArgs e); } public partial class Baseline_Baseline : BaselineBasePage { . . . this.Add(_ucPI); this.Add(_ucPI1); protected void abActionBar_saveClicked(object sender, EventArgs e) { SaveEventArgs se = new SaveEventArgs(); se.TabType = (BaselineTabType)tcBaseline.ActiveTabIndex; this.Update(se); } } Public class Baseline_PriorNonDeloitte : System.Web.UI.UserControl,IObserver { public void Update(SaveEventArgs e) { } } More info at: http://www.dofactory.com/Patterns/PatternObserver.aspx span.fullpost {display:none;}

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  • Can't Install Packages ubuntu 12.04

    - by Pumpkin
    I'm trying to install software by using apt-get and ubuntu software center UI, when I try the ubuntu software center it gets stuck saying installing and installs nothing and when I try the apt-get it gets stuck at the point "0% [Waiting for headers]" I tried modifying sources.list file. I installed ubuntu this morning. Do you have any suggestions for me ? Thanks in advance for your time. edit : After a while, I get the error 502 bad gateway

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  • Automatically add links to class source files under a specified directory of another project in Visu

    - by Binary255
    I want to share some class source files between two projects in Visual Studio 2008. I can't create a project for the common parts and reference it (see my comment if you are curious to why). I've managed to share some source files, but it could be a lot more neat. I've created a test solution called Commonality. The Solution Explorer of the Commonality solution which contains project One and Two: What I like: All class files under the Common folder of project One are automatically added to project Two by linking. It's mostly the same as if I would have chosen Add / Existing Item... : Add As Link on each new class source file. It's clear that these files have been linked in. The shortcut arrow symbol is marking each file icon. What I do not like: The file and folder tree structure under Common of project One isn't included. It's all flat. The linked source files are shown under the project root of project Two. It would look much less cluttered if they were located under Common like in project One. The file tree structure of the Commonality solution which contains project One and Two: $ tree /F /A Folder PATH listing for volume Cystem Volume serial number is 0713370 1337:F6A4 C:. | Commonality.sln | +---One | | One.cs | | One.csproj | | | +---bin | | \---Debug | | One.vshost.exe | | One.vshost.exe.manifest | | | +---Common | | | Common.cs | | | CommonTwo.cs | | | | | \---SubCommon | | CommonThree.cs | | | +---obj | | \---Debug | | +---Refactor | | \---TempPE | \---Properties | AssemblyInfo.cs | \---Two | Two.cs | Two.csproj | Two.csproj.user | Two.csproj~ | +---bin | \---Debug +---obj | \---Debug | +---Refactor | \---TempPE \---Properties AssemblyInfo.cs And the relevant part of project Two's project file Two.csproj: <ItemGroup> <Compile Include="..\One\Common\**\*.cs"> </Compile> <Compile Include="Two.cs" /> <Compile Include="Properties\AssemblyInfo.cs" /> </ItemGroup> How do I address what I do not like, while keeping what I like?

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  • Automatically add links to class source files under a specified directory of an another project in V

    - by Binary255
    I want to share some class source files between two projects in Visual Studio 2008. I can't create a project for the common parts and reference it (see my comment if you are curious to why). I've managed to share some source files, but it could be a lot more neat. I've created a test solution called Commonality. The Solution Explorer of the Commonality solution which contains project One and Two: What I like: All class files under the Common folder of project One are automatically added to project Two by linking. It's mostly the same as if I would have chosen Add / Existing Item... : Add As Link on each new class source file. It's clear that these files have been linked in. The shortcut arrow symbol is marking each file icon. What I do not like: The file and folder tree structure under Common of project One isn't included. It's all flat. The linked source files are shown under the project root of project Two. It would look much less cluttered if they were located under Common like in project One. The file tree structure of the Commonality solution which contains project One and Two: $ tree /F /A Folder PATH listing for volume Cystem Volume serial number is 0713370 1337:F6A4 C:. | Commonality.sln | +---One | | One.cs | | One.csproj | | | +---bin | | \---Debug | | One.vshost.exe | | One.vshost.exe.manifest | | | +---Common | | | Common.cs | | | CommonTwo.cs | | | | | \---SubCommon | | CommonThree.cs | | | +---obj | | \---Debug | | +---Refactor | | \---TempPE | \---Properties | AssemblyInfo.cs | \---Two | Two.cs | Two.csproj | Two.csproj.user | Two.csproj~ | +---bin | \---Debug +---obj | \---Debug | +---Refactor | \---TempPE \---Properties AssemblyInfo.cs And the relevant part of project Two's project file Two.csproj: <ItemGroup> <Compile Include="..\One\Common\**\*.cs"> </Compile> <Compile Include="Two.cs" /> <Compile Include="Properties\AssemblyInfo.cs" /> </ItemGroup> How do I address what I do not like, while keeping what I like?

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  • Pluralsight Meet the Author Podcast on Structuring JavaScript Code

    - by dwahlin
    I had the opportunity to talk with Fritz Onion from Pluralsight about one of my recent courses titled Structuring JavaScript Code for one of their Meet the Author podcasts. We talked about why JavaScript patterns are important for building more re-useable and maintainable apps, pros and cons of different patterns, and how to go about picking a pattern as a project is started. The course provides a solid walk-through of converting what I call “Function Spaghetti Code” into more modular code that’s easier to maintain, more re-useable, and less susceptible to naming conflicts. Patterns covered in the course include the Prototype Pattern, Revealing Module Pattern, and Revealing Prototype Pattern along with several other tips and techniques that can be used. Meet the Author:  Dan Wahlin on Structuring JavaScript Code   The transcript from the podcast is shown below: [Fritz]  Hello, this is Fritz Onion with another Pluralsight author interview. Today we’re talking with Dan Wahlin about his new course, Structuring JavaScript Code. Hi, Dan, it’s good to have you with us today. [Dan]  Thanks for having me, Fritz. [Fritz]  So, Dan, your new course, which came out in December of 2011 called Structuring JavaScript Code, goes into several patterns of usage in JavaScript as well as ways of organizing your code and what struck me about it was all the different techniques you described for encapsulating your code. I was wondering if you could give us just a little insight into what your motivation was for creating this course and sort of why you decided to write it and record it. [Dan]  Sure. So, I got started with JavaScript back in the mid 90s. In fact, back in the days when browsers that most people haven’t heard of were out and we had JavaScript but it wasn’t great. I was on a project in the late 90s that was heavy, heavy JavaScript and we pretty much did what I call in the course function spaghetti code where you just have function after function, there’s no rhyme or reason to how those functions are structured, they just kind of flow and it’s a little bit hard to do maintenance on it, you really don’t get a lot of reuse as far as from an object perspective. And so coming from an object-oriented background in JAVA and C#, I wanted to put something together that highlighted kind of the new way if you will of writing JavaScript because most people start out just writing functions and there’s nothing with that, it works, but it’s definitely not a real reusable solution. So the course is really all about how to move from just kind of function after function after function to the world of more encapsulated code and more reusable and hopefully better maintenance in the process. [Fritz]  So I am sure a lot of people have had similar experiences with their JavaScript code and will be looking forward to seeing what types of patterns you’ve put forth. Now, a couple I noticed in your course one is you start off with the prototype pattern. Do you want to describe sort of what problem that solves and how you go about using it within JavaScript? [Dan]  Sure. So, the patterns that are covered such as the prototype pattern and the revealing module pattern just as two examples, you know, show these kind of three things that I harp on throughout the course of encapsulation, better maintenance, reuse, those types of things. The prototype pattern specifically though has a couple kind of pros over some of the other patterns and that is the ability to extend your code without touching source code and what I mean by that is let’s say you’re writing a library that you know either other teammates or other people just out there on the Internet in general are going to be using. With the prototype pattern, you can actually write your code in such a way that we’re leveraging the JavaScript property and by doing that now you can extend my code that I wrote without touching my source code script or you can even override my code and perform some new functionality. Again, without touching my code.  And so you get kind of the benefit of the almost like inheritance or overriding in object oriented languages with this prototype pattern and it makes it kind of attractive that way definitely from a maintenance standpoint because, you know, you don’t want to modify a script I wrote because I might roll out version 2 and now you’d have to track where you change things and it gets a little tricky. So with this you just override those pieces or extend them and get that functionality and that’s kind of some of the benefits that that pattern offers out of the box. [Fritz]  And then the revealing module pattern, how does that differ from the prototype pattern and what problem does that solve differently? [Dan]  Yeah, so the prototype pattern and there’s another one that’s kind of really closely lined with revealing module pattern called the revealing prototype pattern and it also uses the prototype key word but it’s very similar to the one you just asked about the revealing module pattern. [Fritz]  Okay. [Dan]  This is a really popular one out there. In fact, we did a project for Microsoft that was very, very heavy JavaScript. It was an HMTL5 jQuery type app and we use this pattern for most of the structure if you will for the JavaScript code and what it does in a nutshell is allows you to get that encapsulation so you have really a single function wrapper that wraps all your other child functions but it gives you the ability to do public versus private members and this is kind of a sort of debate out there on the web. Some people feel that all JavaScript code should just be directly accessible and others kind of like to be able to hide their, truly their private stuff and a lot of people do that. You just put an underscore in front of your field or your variable name or your function name and that kind of is the defacto way to say hey, this is private. With the revealing module pattern you can do the equivalent of what objective oriented languages do and actually have private members that you literally can’t get to as an external consumer of the JavaScript code and then you can expose only those members that you want to be public. Now, you don’t get the benefit though of the prototype feature, which is I can’t easily extend the revealing module pattern type code if you don’t like something I’m doing, chances are you’re probably going to have to tweak my code to fix that because we’re not leveraging prototyping but in situations where you’re writing apps that are very specific to a given target app, you know, it’s not a library, it’s not going to be used in other apps all over the place, it’s a pattern I actually like a lot, it’s very simple to get going and then if you do like that public/private feature, it’s available to you. [Fritz]  Yeah, that’s interesting. So it’s almost, you can either go private by convention just by using a standard naming convention or you can actually enforce it by using the prototype pattern. [Dan]  Yeah, that’s exactly right. [Fritz]  So one of the things that I know I run across in JavaScript and I’m curious to get your take on is we do have all these different techniques of encapsulation and each one is really quite different when you’re using closures versus simply, you know, referencing member variables and adding them to your objects that the syntax changes with each pattern and the usage changes. So what would you recommend for people starting out in a brand new JavaScript project? Should they all sort of decide beforehand on what patterns they’re going to stick to or do you change it based on what part of the library you’re working on? I know that’s one of the points of confusion in this space. [Dan]  Yeah, it’s a great question. In fact, I just had a company ask me about that. So which one do I pick and, of course, there’s not one answer fits all. [Fritz]  Right. [Dan]  So it really depends what you just said is absolutely in my opinion correct, which is I think as a, especially if you’re on a team or even if you’re just an individual a team of one, you should go through and pick out which pattern for this particular project you think is best. Now if it were me, here’s kind of the way I think of it. If I were writing a let’s say base library that several web apps are going to use or even one, but I know that there’s going to be some pieces that I’m not really sure on right now as I’m writing I and I know people might want to hook in that and have some better extension points, then I would look at either the prototype pattern or the revealing prototype. Now, really just a real quick summation between the two the revealing prototype also gives you that public/private stuff like the revealing module pattern does whereas the prototype pattern does not but both of the prototype patterns do give you the benefit of that extension or that hook capability. So, if I were writing a library that I need people to override things or I’m not even sure what I need them to override, I want them to have that option, I’d probably pick a prototype, one of the prototype patterns. If I’m writing some code that is very unique to the app and it’s kind of a one off for this app which is what I think a lot of people are kind of in that mode as writing custom apps for customers, then my personal preference is the revealing module pattern you could always go with the module pattern as well which is very close but I think the revealing module patterns a little bit cleaner and we go through that in the course and explain kind of the syntax there and the differences. [Fritz]  Great, that makes a lot of sense. [Fritz]  I appreciate you taking the time, Dan, and I hope everyone takes a chance to look at your course and sort of make these decisions for themselves in their next JavaScript project. Dan’s course is, Structuring JavaScript Code and it’s available now in the Pluralsight Library. So, thank you very much, Dan. [Dan]  Thanks for having me again.

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  • How do you create a cbuffer or global variable that is gpu modifiable?

    - by bobobobo
    I'm implementing tonemapping in a pixel shader, for hdr lighting. The vertex shader outputs vertices with colors. I need to find the max color and save it in a global. However when I try and write the global in my hlsl code, //clamp the max color below by this color clamp( maxColor, output.color, float4( 1e6,1e6,1e6,1e6 ) ) ; I see: error X3025: global variables are implicitly constant, enable compatibility mode to allow modification What is the correct way to declare a shader global in d3d11 that the vertex shader can write to, and the pixel shader can read? I realize this is a bit tough since the vertex shaders are supposed to run in parallel, and introducing a shader global that they all write to means a lock..

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  • Using SurfaceFormat.Single and HLSL for GPGPU with XNA

    - by giancarlo todone
    I'm trying to implement a so-called ping-pong technique in XNA; you basically have two RenderTarget2D A and B and at each iteration you use one as texture and the other as target - and vice versa - for a quad rendered through an HLSL pixel shader. step1: A--PS--B step2: B--PS--A step3: A--PS--B ... In my setup, both RenderTargets are SurfaceFormat.Single. In my .fx file, I have a tachnique to do the update, and another to render the "current buffer" to the screen. Before starting the "ping-pong", buffer A is filled with test data with SetData<float>(float[]) function: this seems to work properly, because if I render a quad on the screen through the "Draw" pixel shader, i do see the test data being correctly rendered. However, if i do update buffer B, something does not function proerly and the next rendering to screen will be all black. For debug purposes, i replaced the "Update" HLSL pixel shader with one that should simply copy buffer A into B (or B into A depending on which among "ping" and "pong" phases we are...). From some examples i found on the net, i see that in order to correctly fetch a float value from a texture sampler from HLSL code, i should only need to care for the red channel. So, basically the debug "Update" HLSL function is: float4 ComputePS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,0,0,1); } which still doesn't work and results in a all-zeroes ouput. Here's the "Draw" function that seems to properly display initial data: float4 DrawPS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,v1,v1,1); } Now: playing around with HLSL doesn't change anything, so maybe I'm missing something on the c# side of this, so here's the infamous Update() function: _effect.Parameters["bufTexture"].SetValue(buf[_currentBuf]); _graphicsDevice.SetRenderTarget(buf[1 - _currentBuf]); _graphicsDevice.Clear(Color.Black); // probably not needed since RenderTargetUsage is DiscardContents _effect.CurrentTechnique = _computeTechnique; _computeTechnique.Passes[0].Apply(); _quadRender.Render(); _graphicsDevice.SetRenderTarget(null); _currentBuf = 1 - _currentBuf; Any clue?

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  • shader coding: calculate screen coordinates of fragment

    - by Jay
    Good morning, I'm new to shader coding and trying to implement some visual effects code in shaders using billboards. (Yes, I couldn't have picked anything harder to start with, but I'm lucky that way) Setup: I have rendered the full screen z depth to an array of floats in a previous pass. In the fragment shader I need the scene depth where the rendered fragment is displayed (to see if it's occluded). I can use tex2d() to get the depth value if I have the screen coordinates of the point being rendered in the fragment shader. Question: In the fragment shader how do you calculate the screen coordinates of the pixel (in the range 0-1.0)? Is the position passed to the fragment shader a pixel offset? If so, I guess it would be: float2( position.x / screen-width, position.y / screen-height ) Thanks for any help/

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  • Driver error when using multiple shaders

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

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