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  • Windows 7 - all usb devices go to sleep im idle mode

    - by dvdx
    A strange thing happened after a few updates to the system: Intel rapid storage SSD firmware update Intel Ethernet adapter update GPU Intel update When the computer turns off the screen (after 5 min), an unknown time later, all the USB devices stop working. Sound card Mouse Keybord etc. I can't turn them back on, so I can't wake up the screen or do anything except turn the computer off and back on. I checked my power save profile and all is OK there. I changed in the Device Manager, the Allow USB to sleep in all the hubs. How can I fix this??

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  • Display issues on new OpenSUSE install

    - by user1319182
    I installed OpenSUSE 13.1 on my newly built PC, but the display is just horrible : the edges of the screen are missing. For example, I can't see all the top part, I can barely read the date and I see "ctivities" instead of "Activities". However, when I take a screenshot everything seems to be fine (the cursor doesn't appear though) the characters are sometimes too big and sometimes too small the cursor is huge and many other strange things. I took a few pictures I'm using an Intel integrated GPU (HD4400) and made all the possible updates with YaST. Any idea how I can fix this? Thanks

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  • I suspect that my HDD is causing hardlocks, as all other components have been replaced. How can I check this theory and solve the potential cause?

    - by user867814
    I have had this problem over quite a while now, thorough multiple Linux kernel versions and distributions, as well as replacement of all components, aside from my main HDD - RAM, GPU(twice), mother board, CPU, power supply. What happens is, at one point during the operation of the PC, it will hardlock - everything stops working, external HDD is not shut down correctly and continues to spin until I plug it out and in, there are no system/kernel logs of any kind, and no otherwise nothing that would suggest a cause. Another reason for my suspicion is that the failures happen almost exclusively during HDD read/write activity - shutdown(happens nearly 1/3 of the time so far, it's only been few days though), launching programs, and once during operation of apt. I hope the post is descriptive enough, if you need any additional info, ask(and tell me how to prepare/obtain it), and I will provide. If I'm wrong, point me in the right direction. Thanks in advance.

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  • Why are browsers so heavy?

    - by Kaivosukeltaja
    Back in 1998 I had a computer with 233MHz Pentium MMX CPU and a GFX card with no 3D acceleration. It was able to run games like Quake II at a decent FPS rate. My current computer has tons more performance and a mid-class GPU, yet struggles to reach 20 FPS when rendering a single model inside a skybox with WebGL. Even regular pages with lots of 2D CSS animations bring many modern computers to their metaphorical knees. As a web developer I understand there's a lot going on in a web page but not what makes it that heavy. Modern browsers compile JavaScript to CPU native machine code before running it and rendering into a canvas element shouldn't trigger DOM rebuilds so theoretically it should be a lot faster than it is. What am I missing here and is it possible to avoid or minimize whatever is making the browsers slow to build more efficient websites?

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  • random hard disk errors

    - by AugB
    For the past 2 years or so (4 year old custom build) I've been getting random moments where everything stops responding (or takes a very long time to respond) followed by I/O and hdd not detected errors on restart. To fix it, all I usually need to do is unplug my SATA cables from the hdd and mobo and plug them back in again and the problem disappears, at least for a little while (it ranges anywhere from a day to a few months time). Sometimes even a startup repair does the job. I've done multiple reformats and have also ran chkdsk more times than I can remember and both do not seem to help in the long run. Both the drives seem to be exhibiting the same problem. Have both my hdds been "dying" for the past couple of years, even though they are fully functional besides these occasional hiccups? Does the issue lie elsewhere? All feedback is appreciated. System specs: Biostar Tpower i45 mobo 2x WD Caviar 640GB hdds Zalman 750w psu Radeon 5870 gpu 2x2gb Gskill DDR2 ram Win7 64

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  • Received a RAMPAGE IV FORMULA MOBO. Possible CPU Socket problems

    - by Tantan
    I recently received a Rampage IV Formula MOBO in a trade. From everything I read online this seems like a pretty nice piece of hardware. There's one thing I'm worried about though. It appears as though the socket where the CPU goes might have some bent/missing pins. I'm not exactly a computer expert and I wanted to know if this could be any sort of problem. I would post a picture but I apparently don't have enough rep for that... Also, if I did want to move my current rig onto the new MOBO would it even be worth it? MY CURRENT COMPUTER SPECS i3-3220 CPU 8GB DDR3 RAM GeForce GTX460 GPU With a Biostar MOBO!

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  • Hardware advice for bitmap / openGL image processing server?

    - by pdizz
    I am trying to work out a build for a processing server to handle bitmap processing as well as openGL rendering for chroma-keying images and Photoshop automation. My searches here and on Google have turned up surprisingly few results, and seeing that there aren't tags for bitmap or image processing I take it this is a specialized application. The bitmap processing is very cpu-intensive while the chroma-keying and Photoshop stuff is gpu-intensive. I doubt this is a case of over-optimization as our company batches thousands of images a day (currently on individual workstations) and any saving in processing time and workstation down-time would be beneficial. Does anyone have any experience with this type of processing server? Any special considerations that would go into a build like this or am I over-thinking it?

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  • Best Linux distro for media server on older box

    - by fauxpride
    I have an older machine with these specs: CPU: AMD Athlon X2 @ 2,8 Ghz, 2MB L2 RAM: 4 GB DDR2@ 800 Mhz GPU: Asus 4890 TOP 1 GB I want to turn the machine into a media server via XBMC (so good video and wireless peripherial driver support would also be a plus), but I also want to use it as an OpenVPN server so I can tunnel RDP to my other Windows machine in the network. I mostly want to use a Debian based distro (for the convenience of apt) and right now my options are: Ubuntu, Xubuntu or Mint. Which one do you think is more fitting? Thanks in advance.

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  • 3D game engine for networked world simulation / AI sandbox

    - by Martin
    More than 5 years ago I was playing with DirectSound and Direct3D and I found it really exciting although it took much time to get some good results with C++. I was a college student then. Now I have mostly enterprise development experience in C# and PHP, and I do it for living. There is really no chance to earn money with serious game development in our country. Each day more and more I find that I miss something. So I decided to spend an hour or so each day to do programming for fun. So my idea is to build a world simulation. I would like to begin with something simple - some human-like creatures that live their life - like Sims 3 but much more simple, just basic needs, basic animations, minimum graphic assets - I guess it won't be a city but just a large house for a start. The idea is to have some kind of a server application which stores the world data in MySQL database, and some client applications - body-less AI bots which simulate movement and some interactions with the world and each other. But it wouldn't be fun without 3D. So there are also 3D clients - I can enter that virtual world and see the AI bots living. When the bot enters visible area, it becomes material - loads a mesh and animations, so I can see it. When I leave, the bots lose their 3d mesh bodies again, but their virtual life still continues. With time I hope to make it like some expandable scriptable sandbox to experiment with various AI algorithms and so on. But I am not intended to create a full-blown MMORPG :D I have looked for many possible things I would need (free and open source) and now I have to make a choice: OGRE3D + enet (or RakNet). Old good C++. But won't it slow me down so much that I won't have fun any more? CrystalSpace. Formally not a game engine but very close to that. C++ again. MOgre (OGRE3D wrapper for .NET) + lidgren (networking library which is already used in some gaming projects). Good - I like C#, it is good for fast programming and also can be used for scripting. XNA seems just a framework, not an engine, so really have doubts, should I even look at XNA Game Studio :( Panda3D - full game engine with positive feedback. I really like idea to have all the toolset in one package, it has good reviews as a beginner-friendly engine...if you know Python. On the C++ side, Panda3D has almost non-existent documentation. I have 0 experience with Python, but I've heard it is easy to learn. And if it will be fun and challenging then I guess I would benefit from experience in one more programming language. Which of those would you suggest, not because of advanced features or good platform support but mostly for fun, easy workflow and expandability, and so I can create and integrate all the components I need - the server with the database, AI bots and a 3D client application?

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  • What is "elegant" code?

    - by Breton
    I see a lot of lip service and talk about the most "elegant" way to do this or that. I think if you spend enough time programming you begin to obtain a sort of intuitive feel for what it is we call "elegance". But I'm curious. Even if we can look at a bit of code, and say instinctively "That's elegant", or "That's messy", I wonder if any of us really understands what that means. Is there a precise definition for this "elegance" we keep referring to? If there is, what is it? Now, what I mean by a precise definition, is a series of statements which can be used to derive questions about a peice of code, or a program as a whole, and determine objectively, or as objectively as possible, whether that code is "elegant" or not. May I assert, that perhaps no such definition exists, and it's all just personal preference. In this case, I ask you a slightly different question: Is there a better word for "elegance", or a better set of attributes to use for judging code quality that is perhaps more objective than merely appealing to individual intuition and taste? Perhaps code quality is a matter of taste, and the answer to both of my questions is "no". But I can't help but feel that we could be doing better than just expressing wishy washy feelings about our code quality. For example, user interface design is something that to a broad range of people looks for all the world like a field of study that oughtta be 100% subjective matter of taste. But this is shockingly and brutally not the case, and there are in fact many objective measures that can be applied to a user interface to determine its quality. A series of tests could be written to give a definitive and repeatable score to user interface quality. (See GOMS, for instance). Now, okay. is Elegance simply "code quality" or is it something more? Is it something that can be measured? Or is it a matter of taste? Does our profession have room for taste? Maybe I'm asking the wrong questions altogether. Help me out here. Bonus Round If there is such a thing as elegance in code, and that concept is useful, do you think that justifies classifying the field of programming as an "Art" capital A, or merely a "craft". Or is it just an engineering field populated by a bunch of wishful thinking humans? Consider this question in the light of your thoughts about the elegance question. Please note that there is a distinction between code which is considered "art" in itself, and code that was written merely in the service of creating an artful program. When I ask this question, I ask if the code itself justifies calling programming an art. Bounty Note I liked the answers to this question so much, I think I'd like to make a photographic essay book from it. Released as a free PDF, and published on some kind of on demand printing service of course, such as "zazz" or "tiggle" or "printley" or something . I'd like some more answers, please!

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  • Pure JSP without mixing HTML, by writing html as Java-like code

    - by ADTC
    Please read before answering. This is a fantasy programming technique I'm dreaming up. I want to know if there's anything close in real life. The following JSP page: <% html { head { title {"Pure fantasy";} } body { h1 {"A heading with double quote (\") character";} p {"a paragraph";} String s = "a paragraph in string. the date is "; p { s; new Date().toString(); } table (Border.ZERO, new Padding(27)) { tr { for (int i = 0; i < 10; i++) { td {i;} } } } } } %> could generate the following HTML page: <html> <head> <title>Pure fantasy</title> </head> <body> <h1>A heading with double quote (") character</h1> <p>a paragraph</p> <p>a paragraph in string. the date is 11 December 2012</p> <table border="0" padding="27"> <tr> <td>0</td> <td>1</td> <td>2</td> <td>3</td> <td>4</td> <td>5</td> <td>6</td> <td>7</td> <td>8</td> <td>9</td> </tr> </table> </body> </html> The thing about this fantasy is it reuses the same old Java programming language technique that enable customized keywords used in a way similar to if-else-then, while, try-catch etc to represent html tags in a non-html way that can easily be checked for syntactic correctness, and most importantly can easily be mixed up with regular Java code without being lost in a sea of <%, %>, <%=, out.write(), etc. An added feature is that strings can directly be placed as commands to print out into generated HTML, something Java doesn't support (where pure strings have to be assigned to variables before use). Is there anything in real life that comes close? If not, is it possible to define customized keywords in Java or JSP? Or do I have to create an entirely new programming language for that? What problems do you see with this kind of setup? PS: I know you can use HTML libraries to construct HTML using Java code, but the problem with such libraries is, the source code itself doesn't have a readable HTML representation like the code above does - if you get what I mean.

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  • I never really understood: what is Application Binary Interface (ABI)?

    - by claws
    I never clearly understood what is an ABI. I'm sorry for such a lengthy question. I just want to clearly understand things. Please don't point me to wiki article, If could understand it, I wouldn't be here posting such a lengthy post. This is my mindset about different interfaces: TV remote is an interface between user and TV. It is an existing entity but useless (doesn't provide any functionality) by itself. All the functionality for each of those buttons on the remote is implemented in the Television set. Interface: It is a "existing entity" layer between the functionality and consumer of that functionality. An, interface by itself is doesn't do anything. It just invokes the functionality lying behind. Now depending on who the user is there are different type of interfaces. Command Line Interface(CLI) commands are the existing entities, consumer is the user and functionality lies behind. functionality: my software functionality which solves some purpose to which we are describing this interface. existing entities: commands consumer: user Graphical User Interface(GUI) window,buttons etc.. are the existing entities, again consumer is the user and functionality lies behind. functionality: my software functionality which solves some purpose to which we are describing this interface. existing entities: window,buttons etc.. consumer: user Application Programming Interface(API) functions or to be more correct, interfaces (in interfaced based programming) are the existing entities, consumer here is another program not a user. and again functionality lies behind this layer. functionality: my software functionality which solves some purpose to which we are describing this interface. existing entities: functions, Interfaces(array of functions). consumer: another program/application. Application Binary Interface (ABI) Here is my problem starts. functionality: ??? existing entities: ??? consumer: ??? I've wrote few softwares in different languages and provided different kind of interfaces (CLI, GUI, API) but I'm not sure, if I ever, provided any ABI. http://en.wikipedia.org/wiki/Application_binary_interface says: ABIs cover details such as data type, size, and alignment; the calling convention, which controls how functions' arguments are passed and return values retrieved; the system call numbers and how an application should make system calls to the operating system; Other ABIs standardize details such as the C++ name mangling,[2] . exception propagation,[3] and calling convention between compilers on the same platform, but do not require cross-platform compatibility. Who needs these details? Please don't say, OS. I know assembly programming. I know how linking & loading works. I know what exactly happens inside. Where did C++ name mangling come in between? I thought we are talking at the binary level. Where did languages come in between? anyway, I've downloaded the [PDF] System V Application Binary Interface Edition 4.1 (1997-03-18) to see what exactly it contains. Well, most of it didn't make any sense. Why does it contain 2 chapters (4th & 5th) which describe the ELF file format.Infact, these are the only 2 significant chapters that specification. Rest of all the chapters "Processor Specific". Anyway, I thought that it is completely different topic. Please don't say that ELF file format specs are the ABI. It doesn't qualify to be Interface according to the definition. I know, since we are talking at such low level it must be very specific. But I'm not sure how is it "Instruction Set Architecture(ISA)" specific? Where can I find MS Window's ABI? So, these are the major queries that are bugging me.

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  • Sharing a texture resource from DX11 to DX9 to WPF, need to wait for DeviceContext.Flush() to finish

    - by Rei Miyasaka
    I'm following these instructions on TheCodeProject for rendering from DirectX to WPF using D3DImage. The trouble is that now that I have no swap chain to call Present() on -- which according to the article shouldn't be a problem, but it definitely wasn't copying my back buffer. An additional step that I have to take before I can copy the texture to WPF is to share it with a second D3D9Ex device, since D3DImage only works with DX9 (which is understandable, as WPF is built on DX9). To that end, I've modified some SlimDX code to work with DirectX 11. I tried calling DeviceContext.Flush() (the Immediate one) at the end of each render cycle, which kind of works -- most of the time it'll show my renderings, but maybe for maybe 3 or 4 out of 60 frames each second, it'll draw my clear color instead. This makes sense -- Flush() is non-blocking; it doesn't wait for the GPU to do its thing the way SwapChain.Present does. Any idea what the proper solution is? I have a feeling it has something to do with my texture parameters for the back buffer, but I don't know.

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  • Direct2d off-screen rendering and hardware acceleration

    - by Goran
    I'm trying to use direct2d to render images off-screen using WindowsAPICodePack. This is easily achieved using WicBitmapRenderTarget but sadly it's not hardware accelerated. So I'm trying this route: Create direct3d device Create texture2d Use texture surface to create render target using CreateDxgiSurfaceRenderTarget Draw some shapes While this renders the image it appears GPU isn't being used at all while CPU is used heavily. Am I doing something wrong? Is there a way to check whether hardware or software rendering is used? Code sample: var device = D3DDevice1.CreateDevice1( null, DriverType.Hardware, null, CreateDeviceOptions.SupportBgra ,FeatureLevel.Ten ); var txd = new Texture2DDescription(); txd.Width = 256; txd.Height = 256; txd.MipLevels = 1; txd.ArraySize = 1; txd.Format = Format.B8G8R8A8UNorm; //DXGI_FORMAT_R32G32B32A32_FLOAT; txd.SampleDescription = new SampleDescription(1,0); txd.Usage = Usage.Default; txd.BindingOptions = BindingOptions.RenderTarget | BindingOptions.ShaderResource; txd.MiscellaneousResourceOptions = MiscellaneousResourceOptions.None; txd.CpuAccessOptions = CpuAccessOptions.None; var tx = device.CreateTexture2D(txd); var srfc = tx.GraphicsSurface; var d2dFactory = D2DFactory.CreateFactory(); var renderTargetProperties = new RenderTargetProperties { PixelFormat = new PixelFormat(Format.Unknown, AlphaMode.Premultiplied), DpiX = 96, DpiY = 96, RenderTargetType = RenderTargetType.Default, }; using(var renderTarget = d2dFactory.CreateGraphicsSurfaceRenderTarget(srfc, renderTargetProperties)) { renderTarget.BeginDraw(); var clearColor = new ColorF(1f,1f,1f,1f); renderTarget.Clear(clearColor); using (var strokeBrush = renderTarget.CreateSolidColorBrush(new ColorF(0.2f,0.2f,0.2f,1f))) { for (var i = 0; i < 100000; i++) { renderTarget.DrawEllipse(new Ellipse(new Point2F(i, i), 10, 10), strokeBrush, 2); } } var hr = renderTarget.EndDraw(); }

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  • Doubt about texture waves in CG Ocean Shader

    - by Alexandre
    I'm new on graphical programming, and I'm having some trouble understanding the Ocean Shader described on "Effective Water Simulation from Physical Models" from GPU Gems. The source code associated to this article is here. My problem has been to understand the concept of texture waves. First of all, what is achieved by texture waves? I'm having a hard time trying to figure out it's usefulness. In the section 1.2.4 of the article, it does say that the waves summed into the texture have the same parametrization as the waves used for vertex positioning. Does it mean that I can't use the texture provided by the source code if I change the parameters of the waves, or add more waves to sum? And in the section 1.4.1, is said that we can assume that there is no rotation between texture space and world space if the texture coordinates for our normal map are implicit. What does mean that the "normal map are implicit'? And why do I need a rotation between texture and world spaces if the normal map are not implicit? I would be very grateful for any help on this.

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  • BUILD apps that use C++ AMP

    - by Daniel Moth
    If you are a developer on the Microsoft platform, you are hopefully attending (live or virtually) the sessions of the BUILD conference, aka //build/ in Anaheim, CA. The conference sold out not long after it opened registration, and it achieved that without sharing *any* session details nor a meaningful agenda up until after the keynote today – impressive! I am speaking at BUILD and hope you'll catch my talk at 9am on Friday (the last day of the conference) at Marriott Elite 2 Ballroom. Session details follow. 802 - Taming GPU compute with C++ AMP Developers today inject parallelism into their compute-intensive applications in order to take advantage of multi-core CPU hardware. Beyond CPUs, however, compute accelerators such as general-purpose GPUs can provide orders of magnitude speed-ups for data parallel algorithms. How can you as a C++ developer fully utilize this heterogeneous hardware from your Visual Studio environment?  How can you benefit from this tremendous performance boost in your Visual C++ solutions without sacrificing developer productivity?  The answers will be presented in this session about C++ Accelerated Massive Parallelism. I'll be covering a lot of the material I've been recently blogging about on my blog that you are reading, which I have also indexed over on our team blog under the title: "C++ AMP in a nutshell". Comments about this post by Daniel Moth welcome at the original blog.

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  • Imperative vs. LINQ Performance on WP7

    - by Bil Simser
    Jesse Liberty had a nice post presenting the concepts around imperative, LINQ and fluent programming to populate a listbox. Check out the post as it’s a great example of some foundational things every .NET programmer should know. I was more interested in what the IL code that would be generated from imperative vs. LINQ was like and what the performance numbers are and how they differ. The code at the instruction level is interesting but not surprising. The imperative example with it’s creating lists and loops weighs in at about 60 instructions. .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: .method private hidebysig instance void ImperativeMethod() cil managed 2: { 3: .maxstack 3 4: .locals init ( 5: [0] class [mscorlib]System.Collections.Generic.IEnumerable`1<int32> someData, 6: [1] class [mscorlib]System.Collections.Generic.List`1<int32> inLoop, 7: [2] int32 n, 8: [3] class [mscorlib]System.Collections.Generic.IEnumerator`1<int32> CS$5$0000, 9: [4] bool CS$4$0001) 10: L_0000: nop 11: L_0001: ldc.i4.1 12: L_0002: ldc.i4.s 50 13: L_0004: call class [mscorlib]System.Collections.Generic.IEnumerable`1<int32> [System.Core]System.Linq.Enumerable::Range(int32, int32) 14: L_0009: stloc.0 15: L_000a: newobj instance void [mscorlib]System.Collections.Generic.List`1<int32>::.ctor() 16: L_000f: stloc.1 17: L_0010: nop 18: L_0011: ldloc.0 19: L_0012: callvirt instance class [mscorlib]System.Collections.Generic.IEnumerator`1<!0> [mscorlib]System.Collections.Generic.IEnumerable`1<int32>::GetEnumerator() 20: L_0017: stloc.3 21: L_0018: br.s L_003a 22: L_001a: ldloc.3 23: L_001b: callvirt instance !0 [mscorlib]System.Collections.Generic.IEnumerator`1<int32>::get_Current() 24: L_0020: stloc.2 25: L_0021: nop 26: L_0022: ldloc.2 27: L_0023: ldc.i4.5 28: L_0024: cgt 29: L_0026: ldc.i4.0 30: L_0027: ceq 31: L_0029: stloc.s CS$4$0001 32: L_002b: ldloc.s CS$4$0001 33: L_002d: brtrue.s L_0039 34: L_002f: ldloc.1 35: L_0030: ldloc.2 36: L_0031: ldloc.2 37: L_0032: mul 38: L_0033: callvirt instance void [mscorlib]System.Collections.Generic.List`1<int32>::Add(!0) 39: L_0038: nop 40: L_0039: nop 41: L_003a: ldloc.3 42: L_003b: callvirt instance bool [mscorlib]System.Collections.IEnumerator::MoveNext() 43: L_0040: stloc.s CS$4$0001 44: L_0042: ldloc.s CS$4$0001 45: L_0044: brtrue.s L_001a 46: L_0046: leave.s L_005a 47: L_0048: ldloc.3 48: L_0049: ldnull 49: L_004a: ceq 50: L_004c: stloc.s CS$4$0001 51: L_004e: ldloc.s CS$4$0001 52: L_0050: brtrue.s L_0059 53: L_0052: ldloc.3 54: L_0053: callvirt instance void [mscorlib]System.IDisposable::Dispose() 55: L_0058: nop 56: L_0059: endfinally 57: L_005a: nop 58: L_005b: ldarg.0 59: L_005c: ldfld class [System.Windows]System.Windows.Controls.ListBox PerfTest.MainPage::LB1 60: L_0061: ldloc.1 61: L_0062: callvirt instance void [System.Windows]System.Windows.Controls.ItemsControl::set_ItemsSource(class [mscorlib]System.Collections.IEnumerable) 62: L_0067: nop 63: L_0068: ret 64: .try L_0018 to L_0048 finally handler L_0048 to L_005a 65: } 66:   67: Compare that to the IL generated for the LINQ version which has about half of the instructions and just gets the job done, no fluff. .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: .method private hidebysig instance void LINQMethod() cil managed 2: { 3: .maxstack 4 4: .locals init ( 5: [0] class [mscorlib]System.Collections.Generic.IEnumerable`1<int32> someData, 6: [1] class [mscorlib]System.Collections.Generic.IEnumerable`1<int32> queryResult) 7: L_0000: nop 8: L_0001: ldc.i4.1 9: L_0002: ldc.i4.s 50 10: L_0004: call class [mscorlib]System.Collections.Generic.IEnumerable`1<int32> [System.Core]System.Linq.Enumerable::Range(int32, int32) 11: L_0009: stloc.0 12: L_000a: ldloc.0 13: L_000b: ldsfld class [System.Core]System.Func`2<int32, bool> PerfTest.MainPage::CS$<>9__CachedAnonymousMethodDelegate6 14: L_0010: brtrue.s L_0025 15: L_0012: ldnull 16: L_0013: ldftn bool PerfTest.MainPage::<LINQProgramming>b__4(int32) 17: L_0019: newobj instance void [System.Core]System.Func`2<int32, bool>::.ctor(object, native int) 18: L_001e: stsfld class [System.Core]System.Func`2<int32, bool> PerfTest.MainPage::CS$<>9__CachedAnonymousMethodDelegate6 19: L_0023: br.s L_0025 20: L_0025: ldsfld class [System.Core]System.Func`2<int32, bool> PerfTest.MainPage::CS$<>9__CachedAnonymousMethodDelegate6 21: L_002a: call class [mscorlib]System.Collections.Generic.IEnumerable`1<!!0> [System.Core]System.Linq.Enumerable::Where<int32>(class [mscorlib]System.Collections.Generic.IEnumerable`1<!!0>, class [System.Core]System.Func`2<!!0, bool>) 22: L_002f: ldsfld class [System.Core]System.Func`2<int32, int32> PerfTest.MainPage::CS$<>9__CachedAnonymousMethodDelegate7 23: L_0034: brtrue.s L_0049 24: L_0036: ldnull 25: L_0037: ldftn int32 PerfTest.MainPage::<LINQProgramming>b__5(int32) 26: L_003d: newobj instance void [System.Core]System.Func`2<int32, int32>::.ctor(object, native int) 27: L_0042: stsfld class [System.Core]System.Func`2<int32, int32> PerfTest.MainPage::CS$<>9__CachedAnonymousMethodDelegate7 28: L_0047: br.s L_0049 29: L_0049: ldsfld class [System.Core]System.Func`2<int32, int32> PerfTest.MainPage::CS$<>9__CachedAnonymousMethodDelegate7 30: L_004e: call class [mscorlib]System.Collections.Generic.IEnumerable`1<!!1> [System.Core]System.Linq.Enumerable::Select<int32, int32>(class [mscorlib]System.Collections.Generic.IEnumerable`1<!!0>, class [System.Core]System.Func`2<!!0, !!1>) 31: L_0053: stloc.1 32: L_0054: ldarg.0 33: L_0055: ldfld class [System.Windows]System.Windows.Controls.ListBox PerfTest.MainPage::LB2 34: L_005a: ldloc.1 35: L_005b: callvirt instance void [System.Windows]System.Windows.Controls.ItemsControl::set_ItemsSource(class [mscorlib]System.Collections.IEnumerable) 36: L_0060: nop 37: L_0061: ret 38: } Again, not surprising here but a good indicator that you should consider using LINQ where possible. In fact if you have ReSharper installed you’ll see a squiggly (technical term) in the imperative code that says “Hey Dude, I can convert this to LINQ if you want to be c00L!” (or something like that, it’s the 2010 geek version of Clippy). What about the fluent version? As Jon correctly pointed out in the comments, when you compare the IL for the LINQ code and the IL for the fluent code it’s the same. LINQ and the fluent interface are just syntactical sugar so you decide what you’re most comfortable with. At the end of the day they’re both the same. Now onto the numbers. Again I expected the imperative version to be better performing than the LINQ version (before I saw the IL that was generated). Call it womanly instinct. A gut feel. Whatever. Some of the numbers are interesting though. For Jesse’s example of 50 items, the numbers were interesting. The imperative sample clocked in at 7ms while the LINQ version completed in 4. As the number of items went up, the elapsed time didn’t necessarily climb exponentially. At 500 items they were pretty much the same and the results were similar up to about 50,000 items. After that I tried 500,000 items where the gap widened but not by much (2.2 seconds for imperative, 2.3 for LINQ). It wasn’t until I tried 5,000,000 items where things were noticeable. Imperative filled the list in 20 seconds while LINQ took 8 seconds longer (although personally I wouldn’t suggest you put 5 million items in a list unless you want your users showing up at your door with torches and pitchforks). Here’s the table with the full results. Method/Items 50 500 5,000 50,000 500,000 5,000,000 Imperative 7ms 7ms 38ms 223ms 2230ms 20974ms LINQ/Fluent 4ms 6ms 41ms 240ms 2310ms 28731ms Like I said, at the end of the day it’s not a huge difference and you really don’t want your users waiting around for 30 seconds on a mobile device filling lists. In fact if Windows Phone 7 detects you’re taking more than 10 seconds to do any one thing, it considers the app hung and shuts it down. The results here are for Windows Phone 7 but frankly they're the same for desktop and web apps so feel free to apply it generally. From a programming perspective, choose what you like. Some LINQ statements can get pretty hairy so I usually fall back with my simple mind and write it imperatively. If you really want to impress your friends, write it old school then let ReSharper do the hard work for! Happy programming!

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  • Metro: Promises

    - by Stephen.Walther
    The goal of this blog entry is to describe the Promise class in the WinJS library. You can use promises whenever you need to perform an asynchronous operation such as retrieving data from a remote website or a file from the file system. Promises are used extensively in the WinJS library. Asynchronous Programming Some code executes immediately, some code requires time to complete or might never complete at all. For example, retrieving the value of a local variable is an immediate operation. Retrieving data from a remote website takes longer or might not complete at all. When an operation might take a long time to complete, you should write your code so that it executes asynchronously. Instead of waiting for an operation to complete, you should start the operation and then do something else until you receive a signal that the operation is complete. An analogy. Some telephone customer service lines require you to wait on hold – listening to really bad music – until a customer service representative is available. This is synchronous programming and very wasteful of your time. Some newer customer service lines enable you to enter your telephone number so the customer service representative can call you back when a customer representative becomes available. This approach is much less wasteful of your time because you can do useful things while waiting for the callback. There are several patterns that you can use to write code which executes asynchronously. The most popular pattern in JavaScript is the callback pattern. When you call a function which might take a long time to return a result, you pass a callback function to the function. For example, the following code (which uses jQuery) includes a function named getFlickrPhotos which returns photos from the Flickr website which match a set of tags (such as “dog” and “funny”): function getFlickrPhotos(tags, callback) { $.getJSON( "http://api.flickr.com/services/feeds/photos_public.gne?jsoncallback=?", { tags: tags, tagmode: "all", format: "json" }, function (data) { if (callback) { callback(data.items); } } ); } getFlickrPhotos("funny, dogs", function(data) { $.each(data, function(index, item) { console.log(item); }); }); The getFlickr() function includes a callback parameter. When you call the getFlickr() function, you pass a function to the callback parameter which gets executed when the getFlicker() function finishes retrieving the list of photos from the Flickr web service. In the code above, the callback function simply iterates through the results and writes each result to the console. Using callbacks is a natural way to perform asynchronous programming with JavaScript. Instead of waiting for an operation to complete, sitting there and listening to really bad music, you can get a callback when the operation is complete. Using Promises The CommonJS website defines a promise like this (http://wiki.commonjs.org/wiki/Promises): “Promises provide a well-defined interface for interacting with an object that represents the result of an action that is performed asynchronously, and may or may not be finished at any given point in time. By utilizing a standard interface, different components can return promises for asynchronous actions and consumers can utilize the promises in a predictable manner.” A promise provides a standard pattern for specifying callbacks. In the WinJS library, when you create a promise, you can specify three callbacks: a complete callback, a failure callback, and a progress callback. Promises are used extensively in the WinJS library. The methods in the animation library, the control library, and the binding library all use promises. For example, the xhr() method included in the WinJS base library returns a promise. The xhr() method wraps calls to the standard XmlHttpRequest object in a promise. The following code illustrates how you can use the xhr() method to perform an Ajax request which retrieves a file named Photos.txt: var options = { url: "/data/photos.txt" }; WinJS.xhr(options).then( function (xmlHttpRequest) { console.log("success"); var data = JSON.parse(xmlHttpRequest.responseText); console.log(data); }, function(xmlHttpRequest) { console.log("fail"); }, function(xmlHttpRequest) { console.log("progress"); } ) The WinJS.xhr() method returns a promise. The Promise class includes a then() method which accepts three callback functions: a complete callback, an error callback, and a progress callback: Promise.then(completeCallback, errorCallback, progressCallback) In the code above, three anonymous functions are passed to the then() method. The three callbacks simply write a message to the JavaScript Console. The complete callback also dumps all of the data retrieved from the photos.txt file. Creating Promises You can create your own promises by creating a new instance of the Promise class. The constructor for the Promise class requires a function which accepts three parameters: a complete, error, and progress function parameter. For example, the code below illustrates how you can create a method named wait10Seconds() which returns a promise. The progress function is called every second and the complete function is not called until 10 seconds have passed: (function () { "use strict"; var app = WinJS.Application; function wait10Seconds() { return new WinJS.Promise(function (complete, error, progress) { var seconds = 0; var intervalId = window.setInterval(function () { seconds++; progress(seconds); if (seconds > 9) { window.clearInterval(intervalId); complete(); } }, 1000); }); } app.onactivated = function (eventObject) { if (eventObject.detail.kind === Windows.ApplicationModel.Activation.ActivationKind.launch) { wait10Seconds().then( function () { console.log("complete") }, function () { console.log("error") }, function (seconds) { console.log("progress:" + seconds) } ); } } app.start(); })(); All of the work happens in the constructor function for the promise. The window.setInterval() method is used to execute code every second. Every second, the progress() callback method is called. If more than 10 seconds have passed then the complete() callback method is called and the clearInterval() method is called. When you execute the code above, you can see the output in the Visual Studio JavaScript Console. Creating a Timeout Promise In the previous section, we created a custom Promise which uses the window.setInterval() method to complete the promise after 10 seconds. We really did not need to create a custom promise because the Promise class already includes a static method for returning promises which complete after a certain interval. The code below illustrates how you can use the timeout() method. The timeout() method returns a promise which completes after a certain number of milliseconds. WinJS.Promise.timeout(3000).then( function(){console.log("complete")}, function(){console.log("error")}, function(){console.log("progress")} ); In the code above, the Promise completes after 3 seconds (3000 milliseconds). The Promise returned by the timeout() method does not support progress events. Therefore, the only message written to the console is the message “complete” after 10 seconds. Canceling Promises Some promises, but not all, support cancellation. When you cancel a promise, the promise’s error callback is executed. For example, the following code uses the WinJS.xhr() method to perform an Ajax request. However, immediately after the Ajax request is made, the request is cancelled. // Specify Ajax request options var options = { url: "/data/photos.txt" }; // Make the Ajax request var request = WinJS.xhr(options).then( function (xmlHttpRequest) { console.log("success"); }, function (xmlHttpRequest) { console.log("fail"); }, function (xmlHttpRequest) { console.log("progress"); } ); // Cancel the Ajax request request.cancel(); When you run the code above, the message “fail” is written to the Visual Studio JavaScript Console. Composing Promises You can build promises out of other promises. In other words, you can compose promises. There are two static methods of the Promise class which you can use to compose promises: the join() method and the any() method. When you join promises, a promise is complete when all of the joined promises are complete. When you use the any() method, a promise is complete when any of the promises complete. The following code illustrates how to use the join() method. A new promise is created out of two timeout promises. The new promise does not complete until both of the timeout promises complete: WinJS.Promise.join([WinJS.Promise.timeout(1000), WinJS.Promise.timeout(5000)]) .then(function () { console.log("complete"); }); The message “complete” will not be written to the JavaScript Console until both promises passed to the join() method completes. The message won’t be written for 5 seconds (5,000 milliseconds). The any() method completes when any promise passed to the any() method completes: WinJS.Promise.any([WinJS.Promise.timeout(1000), WinJS.Promise.timeout(5000)]) .then(function () { console.log("complete"); }); The code above writes the message “complete” to the JavaScript Console after 1 second (1,000 milliseconds). The message is written to the JavaScript console immediately after the first promise completes and before the second promise completes. Summary The goal of this blog entry was to describe WinJS promises. First, we discussed how promises enable you to easily write code which performs asynchronous actions. You learned how to use a promise when performing an Ajax request. Next, we discussed how you can create your own promises. You learned how to create a new promise by creating a constructor function with complete, error, and progress parameters. Finally, you learned about several advanced methods of promises. You learned how to use the timeout() method to create promises which complete after an interval of time. You also learned how to cancel promises and compose promises from other promises.

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  • Problem loading shaders with slimdx

    - by Levi
    I'm attempting to load an FX file in slimdx, I've got this exact FX file loading and compiling fine with XNA 4.0 but I'm getting errors with slimdx, here's my code to load it. using SlimDX.Direct3D11; using SlimDX.D3DCompiler; public static Effect LoadFXShader(string path) { Effect shader; using (var bytecode = ShaderBytecode.CompileFromFile(path, null, "fx_2_0", ShaderFlags.None, EffectFlags.None)) shader = new Effect(Devices.GPU.GraphicsDevice, bytecode); return shader; } Here's the shader: #define TEXTURE_TILE_SIZE 16 struct VertexToPixel { float4 Position : POSITION; float2 TextureCoords: TEXCOORD1; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Constants -------- float4x4 xView; float4x4 xProjection; float4x4 xWorld; float4x4 preViewProjection; //float random; //------- Texture Samplers -------- Texture TextureAtlas; sampler TextureSampler = sampler_state { texture = <TextureAtlas>; magfilter = Point; minfilter = point; mipfilter=linear; AddressU = mirror; AddressV = mirror;}; //------- Technique: Textured -------- VertexToPixel TexturedVS( byte4 inPos : POSITION, float2 inTexCoords: TEXCOORD0) { inPos.w = 1; VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords / TEXTURE_TILE_SIZE; return Output; } PixelToFrame TexturedPS(VertexToPixel PSIn) { PixelToFrame Output = (PixelToFrame)0; Output.Color = tex2D(TextureSampler, PSIn.TextureCoords); if(Output.Color.a != 1) clip(-1); return Output; } technique Textured { pass Pass0 { VertexShader = compile vs_2_0 TexturedVS(); PixelShader = compile ps_2_0 TexturedPS(); } } Now this exact shader works fine in XNA, but in slimdx I get the error ChunkDefault.fx(28,27): error X3000: unrecognized identifier 'byte4'

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  • Machine Check Exception

    - by Karl Entwistle
    When trying to install ubuntu-12.04-desktop-amd64.iso from USB I get one of the following errors http://en.wikipedia.org/wiki/Machine_Check_Exception states the error can occur due to -poorly fitted heatsink/computer fans (the same problem can happen with excessive dust in the CPU fan) -an overloaded internal or external power supply (fixable by upgrading) So I tried the following -Using rubbing alcohol to remove all the thermal paste from the CPU and heatsink, I then reseated the CPU after checking all the pins on the MOBO, everything seems fine. -Boot without the GPU to see if was the PSU that is being over stressed. -Removing all RAM apart from one stick and running a Memtest86 which it passed -Using Ubuntu 10.04.4 Desktop 64 bit (Different USB slots and USB sticks) -Using Ubuntu 12.04 Desktop 64 bit (Different USB slots and USB sticks) -Reset the BIOS using the Clear CMOS jumper -Removing all HD power cables and SATA cables -Updating the BIOS from F2 to F6 My PC is using the following parts. -Gigabyte GA-Z77-DS3H (F6 BIOS) -Intel Core i7 3770K 3.5GHz Socket 1155 -G-Skill 8GB (2x4GB) DDR3 1600Mhz RipjawsX Memory Kit CL9 (9-9-9-24) 1.5V -Be Quiet Shadow Rock Pro -Be Quiet Pure Power 730W Modular PSU -Sapphire HD 6870 1GB GDDR5 DVI HDMI DisplayPort PCI-E Graphics Card Any ideas?

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  • CodePlex Daily Summary for Friday, February 25, 2011

    CodePlex Daily Summary for Friday, February 25, 2011Popular ReleasesMono.Addins: Mono.Addins 0.6: The 0.6 release of Mono.Addins includes many improvements, bug fixes and new features: Add-in engine Add-in name and description can now be localized. There are new custom attributes for defining them, and can also be specified as xml elements in an add-in manifest instead of attributes. Support for custom add-in properties. It is now possible to specify arbitrary properties in add-ins, which can be queried at install time (using the Mono.Addins.Setup API) or at run-time. Custom extensio...patterns & practices: Project Silk: Project Silk Community Drop 3 - 25 Feb 2011: IntroductionWelcome to the third community drop of Project Silk. For this drop we are requesting feedback on overall application architecture, code review of the JavaScript Conductor and Widgets, and general direction of the application. Project Silk provides guidance and sample implementations that describe and illustrate recommended practices for building modern web applications using technologies such as HTML5, jQuery, CSS3 and Internet Explorer 9. This guidance is intended for experien...PhoneyTools: Initial Release (0.1): This is the 0.1 version for preview of the features.Minemapper: Minemapper v0.1.5: Now supports new Minecraft beta v1.3 map format, thanks to updated mcmap. Disabled biomes, until Minecraft Biome Extractor supports new format.Smartkernel: Smartkernel: ????,??????Document.Editor: 2011.7: Whats new for Document.Editor 2011.7: New Find dialog Improved Email dialog Improved Home tab Improved Format tab Minor Bug Fix's, improvements and speed upsChiave File Encryption: Chiave 0.9.1: Application for file encryption and decryption using 512 Bit rijndael encyrption algorithm with simple to use UI. Its written in C# and compiled in .Net version 3.5. It incorporates features of Windows 7 like Jumplists, Taskbar progress and Aero Glass. Change Log from 0.9 Beta to 0.9.1: ======================= >Added option for system shutdown, sleep, hibernate after operation completed. >Minor Changes to the UI. >Numerous Bug fixes. Feedbacks are Welcome!....Coding4Fun Tools: Coding4Fun.Phone.Toolkit v1.2: New control, Toast Prompt! Removed progress bar since Silverlight Toolkit Feb 2010 has it.Umbraco CMS: Umbraco 4.7: Service release fixing 31 issues. A full changelog will be available with the final stable release of 4.7 Important when upgradingUpgrade as if it was a patch release (update /bin, /umbraco and /umbraco_client). For general upgrade information follow the guide found at http://our.umbraco.org/wiki/install-and-setup/upgrading-an-umbraco-installation 4.7 requires the .NET 4.0 framework Web.Config changes Update the web web.config to include the 4 changes found in (they're clearly marked in...HubbleDotNet - Open source full-text search engine: V1.1.0.0: Add Sqlite3 DBAdapter Add App Report when Query Cache is Collecting. Improve the performance of index through Synchronize. Add top 0 feature so that we can only get count of the result. Improve the score calculating algorithm of match. Let the score of the record that match all items large then others. Add MySql DBAdapter Improve performance for multi-fields sort . Using hash table to access the Payload data. The version before used bin search. Using heap sort instead of qui...Silverlight????[???]: silverlight????[???]2.0: ???????,?????,????????silverlight??????。DBSourceTools: DBSourceTools_1.3.0.0: Release 1.3.0.0 Changed editors from FireEdit to ICSharpCode.TextEditor. Complete re-vamp of Intellisense ( further testing needed). Hightlight Field and Table Names in sql scripts. Added field dropdown on all tables and views in DBExplorer. Added data option for viewing data in Tables. Fixed comment / uncomment bug as reported by tareq. Included Synonyms in scripting engine ( nickt_ch ).IronPython: 2.7 Release Candidate 1: We are pleased to announce the first Release Candidate for IronPython 2.7. This release contains over two dozen bugs fixed in preparation for 2.7 Final. See the release notes for 60193 for details and what has already been fixed in the earlier 2.7 prereleases. - IronPython TeamCaliburn Micro: A Micro-Framework for WPF, Silverlight and WP7: Caliburn.Micro 1.0 RC: This is the official Release Candicate for Caliburn.Micro 1.0. The download contains the binaries, samples and VS templates. VS Templates The templates included are designed for situations where the Caliburn.Micro source needs to be embedded within a single project solution. This was targeted at government and other organizations that expressed specific requirements around using an open source project like this. NuGet This release does not have a corresponding NuGet package. The NuGet pack...Caliburn: A Client Framework for WPF and Silverlight: Caliburn 2.0 RC: This is the official Release Candidate for Caliburn 2.0. It contains all binaries, samples and generated code docs.Rawr: Rawr 4.0.20 Beta: Rawr is now web-based. The link to use Rawr4 is: http://elitistjerks.com/rawr.phpThis is the Cataclysm Beta Release. More details can be found at the following link http://rawr.codeplex.com/Thread/View.aspx?ThreadId=237262 As of the 4.0.16 release, you can now also begin using the new Downloadable WPF version of Rawr!This is a pre-alpha release of the WPF version, there are likely to be a lot of issues. If you have a problem, please follow the Posting Guidelines and put it into the Issue Trac...Azure Storage Samples: Version 1.0 (February 2011): These downloads contain source code. Each is a complete sample that fully exercises Windows Azure Storage across blobs, queues, and tables. The difference between the downloads is implementation approach. Storage DotNet CS.zip is a .NET StorageClient library implementation in the C# language. This library come with the Windows Azure SDK. Contains helper classes for accessing blobs, queues, and tables. Storage REST CS.zip is a REST implementation in the C# language. The code to implement R...PowerGUI Visual Studio Extension: PowerGUI VSX 1.3.2: New FeaturesPowerGUI Console Tool Window PowerShell Project Type PowerGUI 2.4 SupportMiniTwitter: 1.66: MiniTwitter 1.66 ???? ?? ?????????? 2 ??????????????????? User Streams ?????????Windows Phone 7 Isolated Storage Explorer: WP7 Isolated Storage Explorer v1.0 Beta: Current release features:WPF desktop explorer client Visual Studio integrated tool window explorer client (Visual Studio 2010 Professional and above) Supported operations: Refresh (isolated storage information), Add Folder, Add Existing Item, Download File, Delete Folder, Delete File Explorer supports operations running on multiple remote applications at the same time Explorer detects application disconnect (1-2 second delay) Explorer confirms operation completed status Explorer d...New ProjectsAgriscope: This is an open information visualization tool used to assist RADA and other Agriculture officers in retrieving and analyzing data in day to day tasks.AVCampos NF-e: Realizar a emissão e controle de nf-e, através de ambientes moveis.Babel Obfuscator NAnt Tasks: This is an NAnt task for Babel Obfuscator. Babel Obfuscator protect software components realized with Microsoft .NET Framework in order to make reverse engineering difficult. Babel Obfuscator can be downloaded at http://www.babelfor.netConcurrent Programming Library: Concurrent Programming Library provides an opportunity to develop a parallel programs using .net framework 2.0 and above. It includes an implementation of various parallel algorithms, thread-safe collections and patterns.EOrg: Gelistirme maksatli yaptigim çalismalar.Extend Grid View: Extend grid view is user control. It help paging a dataset is set on gridview.FinlogiK ReSharper Contrib: FinlogiK ReSharper Contrib is a plugin for ReSharper 5.1 which adds code cleanup and inspection options for static qualifiers.Game development with Playstation Move and Ogre3D: This project is a research aiming to develop a program which can handle the Playstation Move on PC. After that, we will implement a game based on it. The programming language is C++. The graphics is handled by Ogre3D.JAD: Projeto de software.JSARP: This tool allows describing and verifying Petri Nets with the support of a graphical interface. This tool, is being developed in Java.KangmoDB - A replacement for the storage engine of SQLite: KangmoDB claims to be a real-time storage engine that replaces the one in SQLite. KangmoDB tries to achieve the lowest latency time for a transaction with ACID properties. It will be mainly used for the stock market that requires lowest latency with highest stability. MetaprogrammingInDotNetBook: This project will contain code and other artifacts related to the "Metaprogramming in .NET" book that should be avaible in October 2011.munix workstation: The µnix project is an endeavour to create a complete workstation and UNIX-like OS using standard logic IC's and 8-bit AVR microcontrollers. The goal isn't to make something that will compete with a traditional workstation in computation but instead to have a great DIY project.PhoneyTools: Set of controls and utilities for WP7 development.Plist Builder: Serialize non-circular-referencing .NET objects to plist in .NET.Quake3.NET: A port of the Quake 3 engine to C#. This is not merely a port of Quake 3 to run in a managed environment, but a complete rewrite of the engine using C# 4.0's powerful language features.SecViz: Web server security attack graph alert correlation IDS SerialNome: This is a multiport serial applicationsprout sms: a wp7 cabbage clientUsing external assembly in Biztalk 2009 map: Using external assembly in Biztalk 2009 map.

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  • Enable compiz on intel core i5 (Nvidia GT330M) based laptop

    - by Eshwar
    Hi, I am trying to enable compiz on my laptop via Desktop Effects but it does not allow it. I modified the xorg.conf file as on the compiz wiki but still no luck. So can someone just tell me how to enable compiz desktop on an Intel i5 based system. This is an Arrandale processor so its got the graphics bit on the processor itself. My system also has a discrete graphics card (Nvidia GT330M - yup its those hybrid graphics combos n- not Optimus). As far as i know the nvidia gpu is not being used since the intel one is enabled and there is no bios route to disable it. The laptop is a Dell Vostro 3700 with bios version A10 I did lotsa google searches about intel compiz, etc but not a single conclusive guide as to how to enable it. so my guess is it should work out of the box. but it doesn't. glxinfo gives me: name of display: :0.0 Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Error: couldn't find RGB GLX visual or fbconfig Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". 3 GLXFBConfigs: visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat ---------------------------------------------------------------------- Segmentation fault lsbusb gives me: 00:02.0 VGA compatible controller [0300]: Intel Corporation Core Processor Integrated Graphics Controller [8086:0046] (rev 18) 01:00.0 VGA compatible controller [0300]: nVidia Corporation GT216 [GeForce GT 330M] [10de:0a29] (rev a2)

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  • How to install Radeon 3670 HD graphics drivers for Ubuntu 10.04 64 bit with OpenGL 2.0 support?

    - by Daniel
    I've been having trouble with getting graphics drivers to work that support OpenGL 2.0. I've had some luck with the Ubuntu drivers, however these only support OpenGL 1.3. I thought I would document the methods that I have tried both to see if anyone else has ideas, and to save time for people with a similar problem. System details: Ubuntu 10.04 (Lucid) 64 bit Kernel Linux 2.6.32-44-generic GNOME 2.30.2 ATI Mobility Radeon HD 3670 Attempted Methods The methods I have tried are: 1. Installing Proprietary Drivers using the "Hardware Drivers" (Jockey) GUI This GUI offers an "ATI/AMD proprietary FGLRX graphics driver" however any attempts to install it result in a "Sorry, installation of this driver failed" error. The log file is here. There is an Ask Ubuntu question that covers this scenario, and notes that there is a known bug with Jockey. 2. Installing the Proprietary Drivers manually The answer to the question above linked to this wiki page, which gives instructions for installing Catalyst 12.6. This supported hardware list states that the 3670 is not supported in 12.6, and 12.4 must be used. This is somewhat confusing, as AMD's website suggests that the 12.6 driver should be installed for the 3670. There have been user reports that R600 (the GPU inside the 3670 card) doesn't work with 12.6, so I'm sticking with 12.4. I'm following these instructions to install the proprietary drivers on Lucid. I downloaded the 12.4 driver from the AMD website. Building the package worked fine, generating the fglrx, fglrx-dev, fglrx-amdcccle, and fglrx-modaliases deb packages successfully. However, when I try to install these using dpkg it gives me these errors. The make log referenced in the error is here. Ask Ubuntu References What is the correct way to install ATI Catalyst Video Drivers? Cannot install ATI/AMD FGLRX restricted graphic drivers Is my ATI graphics card supported in Ubuntu?

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  • Keystone Correction using 3D-Points of Kinect

    - by philllies
    With XNA, I am displaying a simple rectangle which is projected onto the floor. The projector can be placed at an arbitrary position. Obviously, the projected rectangle gets distorted according to the projectors position and angle. A Kinect scans the floor looking for the four corners. Now my goal is to transform the original rectangle such that the projection is no longer distorted by basically pre-warping the rectangle. My first approach was to do everything in 2D: First compute a perspective transformation (using OpenCV's warpPerspective()) from the scanned points to the internal rectangle's points und apply the inverse to the rectangle. This seemed to work but was too slow as it couldn't be rendered on the GPU. The second approach was to do everything in 3D in order to use XNA's rendering features. First, I would display a plane, scan its corners with Kinect and map the received 3D-Points to the original plane. Theoretically, I could apply the inverse of the perspective transformation to the plane, as I did in the 2D-approach. However, in since XNA works with a view and projection matrix, I can't just call a function such as warpPerspective() and get the desired result. I would need to compute the new parameters for the camera's view and projection matrix. Question: Is it possible to compute these parameters and split them into two matrices (view and projection)? If not, is there another approach I could use?

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  • Shockwave Flash crashes with Chromium and Firefox

    - by Stephan
    Since updating to Ubuntu 13.10, Shockwave Flash does not work in Chromium or Firefox. Both show a "Shockwave Flash has crashed" dialog. Chromium 29.0.1547.65 After loading a page with a Flash video, I get this warning on the console twice: NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted). When I try to play the video, it crashes and I receive these disorted error messages: (exe:14868): Gdk-WARNING **: XID collision, trouble ahead [xcb] Extra reply data still left in queue [xcb] This is most likely caused by a broken X extension library [xcb] Aborting, sorry about that. owser --type=plugin --plugin-path=/usr/lib/flashplugin-installer/libflashplayer.so --lang=de --channel=14560.18.20766867: ../../src/xcb_io.c:576: _XReply: Assertion `!xcb_xlib_extra_reply_data_left' failed. Firefox 25.0 With Firefox, I get these errors: ###!!! ABORT: Request 154.24: BadValue (integer parameter out of range for operation); 3 requests ago: file /build/buildd/firefox-25.0+build3/toolkit/xre/nsX11ErrorHandler.cpp, line 157 WARNING: pipe error (110): Connection reset by peer: file /build/buildd/firefox-25.0+build3/ipc/chromium/src/chrome/common/ipc_channel_posix.cc, line 437 ###!!! [Parent][RPCChannel] Error: Channel error: cannot send/recv What I tried so far Reinstalling flashplugin-installer Changing permissions of /dev/nvidia0 It seems that Flash Aid is no longer available. GPU acceleration is working fine, e.g. for Portal. Does anyone know how to fix this?

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