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  • What causes the iOS OpenGLES driver to allocate extra memory?

    - by Martin Linklater
    I'm trying to optimize the memory usage of our iOS game and I'm puzzled about when/why the iOS GLES driver allocates extra memory at runtime... When I run our game through Instruments with the OpenGL ES Driver instrument the gartUsedBytes value can fluctuate quite wildly. We preload all our textures and build the buffer objects up front, so it's not the game engine requesting extra memory from GL. Currently we are manually requesting around 50MB of GL memory, yet the gartUsedBytes value sits at around 90MB most of the time, peaking at 125MB from time to time. It seems to be linked to what you are rendering that frame - our PVS only submits VBO's for visible meshes. Can anyone shed some light on what the driver is doing in the background ? Like I said earlier, all our game engine allocations are done on level load, so in theory there shouldn't be any fluctuation on GL memory usage while the level is running. Thanks.

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  • If an app runs well on iPhone 3GS with iOS 5.1, how to know that it runs well on iOS 4.3? [closed]

    - by ????
    I bought an iPhone 3GS just to test backward compatibility of apps that I developed, but it arrived preinstalled with iOS 5.1. So even if an app runs well on iPhone 3GS and iOS 5.1 with its hardware limitation, how can we tell that it runs well even on iPhone 3GS with iOS 4.3? Will it actually be better to install iOS 4.3 on the phone so that we know even the older iOS can support it, so the newer iOS will work well supposedly? Or is there a need to buy yet another iPhone 3GS and install 4.3 on one and 5.1 on the other? (my assumption is that if we set the app's build target iOS to 4.3, the iPhone 3G won't be able to install it, because iPhone 3G only runs iOS up to 4.2. So the target device is 3GS but not earlier. But it will exclude iPod Touch 2nd Generation as well because they also can only support iOS up to 4.2 only)

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  • Visual Studio 2010 with jQuery and ASP.NET MVC 2

    Sorry about the missing links in the latest MSDN Flash editorial that I wrote! I posted it as it should have been linked up below: With the great launch of Visual Studio 2010 and Windows Azure last week I thought Id use this editorial to talk about some of the enhancements to the web development platform that is aligned to the new VS2010 release. ASP.NET 4 and Visual Studio 2010 includes lots of new features and improvements that enable you to easily build, deploy and manage great Web sites....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to structure my AdWords campaign for testing and different groups of keywords?

    - by Romain Dorange
    I am starting an AdWords campaigns and I will measure conversion rates using the AdWords conversion tracking pixel. Conversion might be account creation or a concrete sale. As it will be a test campaign to have some insights on CTR, CR, etc... on the future, I am likely to try several configurations: Two different ads with different landing URL and messages: one with a focus on the product / the other will contains a discount embedded in the URL. 4 different groups or themes of keywords. I guess I have to build 4 ads groups based on the keywords 2 ads with the different messages assign the two ads to each ads groups follow the campaign precisely in the ads tabs where I can see the effectiveness of each Ads per Ads Groups (for a total of 8 lines of reporting) Also, what are the key performance indicators that I can have from an AdWords campaign to measure global effectiveness? measure of return on investment from concrete sales (tracking pixel with e-commerce tag on confirmation page) measure o return on investment from leads acquisition (tracking pixel on account creation) measure of traffic increase with the campaign

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  • Can't get Past Login Screen -Graphics Drivers 12.10

    - by mchangun
    Newbie Linux user here. I just installed Ubuntu 12.10, dual booting with Windows 8 Preview Release Build 8400 on a Dell Precision 490 workstation with Nvidia Quandro NVS 55/280 PCI graphics card. I cannot login to Ubuntu - after entering my password and pressing enter, the screen graphics gets garbled for a few seconds, and then the screen goes black showing only the mouse cursor. I suspect it's something to do with my Graphics Card, everything on the GUI login screen feels very sluggish. I know what I have provided here doesn't give you much information, would appreciate it if I could get some guidance on how to provide more useful logs. Thank you.

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  • How to balance this Pokémon simulator metagame by feedback?

    - by Dokkat
    This is a Pokémon simulator where you build a team of 6 pokémon and battle with someone. Unfortunately, some Pokémon are stronger than others and only a few of the hundredth species are practical. I'm trying to create a metagame where all of them are competitive. For this, I am tagging a Pokémon with a parameter (level) that changes it's strength and scales up/down depending on the it's performance. That is, if the system detects Mewtwo is overperforming, it should decrease it's level tag until Mewtwo is balanced. The question is: how can I identify if a Pokémon is causing an unbalance? The data I have is the historic of the battles (player 1, player 2, pokémon list, winner). The most basic solution I can think of is victory/loss counting.

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  • Searching for an online shop accessible via API

    - by Simon A. Eugster
    I need an online shop with a custom interface (customizing items with Ajax, with a preview included). Writing it myself does not make too much sense (implementing all the payment options etc.), so I would like to use an existing online shop (OpenSource). I would like to build my own UI which, for example, tells the shop to add an item to its cart -- i.e. without using the online shop's native UI. More precisely, it should be an online gallery where the user can directly order an image if he likes it. The final checkout/payment page can be native again. Is there a shop system that supports this? Or is it still faster to write it on my own? Or are there better options?

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  • Use a GUI designer or write it yourself for the desktop?

    - by TheLQ
    Writing a GUI for a program has always been a daunting, depressing, and frustrating task. It doesn't matter which language, its extremely hard to get what I want. Especially in compiled languages like Java where a change takes a minute or two to build. The result is that I increasingly use GUI designers for some of my project. Sure their is some spagetti code, but as long as I leave the configuration and a note saying "This was designed with X" I have no qualms with doing this. Is this an okay way to design a GUI? More importantly, is this what most people do? Or is the common way to just sit down and write it out?

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  • How to compile Asus-syntec-webcam-driver stk11xx

    - by berot3
    i have asus v1s and some time ago i was able to easily compile and install it. but now compiling fails... i hope u guys know what i can do, if there is anything that can be done... after svn checkout https://syntekdriver.svn.sourceforge.net/svnroot/syntekdriver syntekdriver and cd ./syntekdriver/trunk/driver as well as make -f Makefile.standalone i got: make -C /lib/modules/2.6.36.2/build SUBDIRS=/home/berot3/syntekdriver/trunk/driver modules make[1]: Betrete Verzeichnis '/usr/src/linux-headers-2.6.38-8-generic' CC [M] /home/berot3/syntekdriver/trunk/driver/stk11xx-usb.o CC [M] /home/berot3/syntekdriver/trunk/driver/stk11xx-v4l.o /home/berot3/syntekdriver/trunk/driver/stk11xx-v4l.c:43:28: fatal error: linux/videodev.h: File not found! compilation terminated. make[2]: *** [/home/berot3/syntekdriver/trunk/driver/stk11xx-v4l.o] Error 1 make[1]: *** [_module_/home/berot3/syntekdriver/trunk/driver] Error 2 make[1]: Verlasse Verzeichnis '/usr/src/linux-headers-2.6.38-8-generic' make: *** [driver] Error 2 same for http://bookeldor-net.info/merdier/Makefile-syntekdriver http://webcache.googleusercontent.com/search?q=cache:OM0zVNlYiVQJ:bookeldor-net.info/merdier/Makefile-syntekdriver+http://bookeldor-net.info/merdier/Makefile-syntekdriver&hl=de&strip=1

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  • Whole map design vs. tiles array design

    - by Mikalichov
    I am working on a 2D RPG, which will feature the usual dungeon/town maps (pre-generated). I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using Photoshop, or some other graphic program, in order to have one bigger picture that I could then use as a map. However, I have read on several places people talking about how they used arrays to build their map in the engine (so you give an array of x tiles to your engine, and it assemble them as a map). I can understand how it's done, but it seems a lot more complicated to implement, and I can't see obvious avantages. What is the most common method, and what are advantages/disadvantages of each?

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  • What common interface would be appropriate for these game object classes?

    - by Jefffrey
    Question A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Context Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place). Meaning of "hacks" in the implementation I'm referring to I'm talking about the implementations that defines Entities as simple IDs to which components are dynamically attached. Their implementation can vary from C-stylish: int last_id; Position* positions[MAX_ENTITIES]; Movement* movements[MAX_ENTITIES]; Where positions[i], movements[i], component[i], ... make up the entity. Or to more C++-style: int last_id; std::map<int, Position> positions; std::map<int, Movement> movements; From which systems can detect if an entity/id can have attached components.

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  • Good Intro to Computer Science Book for FE Developer [on hold]

    - by Squirkle
    I am a JavaScript developer/architect who, like many developers these days, did not come from a Computer Science background (I studied Philosophy at a liberal arts college), but instead learned development by actually building applications, and by reading books explaining language grammars, design patterns, and best practices. I have never felt that my ignorance of CS concepts has hurt my ability to build great apps or find employment. Recently, however, I have felt the itch to grow in this direction. Do you have any suggestions for some good introductory CS resources/books? I know that Computer Science is a huge field and my question is very general, but I am looking for a 101-type survey of the high-level concepts, from which I can branch off into more specific areas of study. Thanks!

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  • ASP.NET Reports: How To Setup A Master Detail Report

    Check out this How-to Setup An ASP.NET Master-Detail Report video. The screencast shows easy it is to add master-detail information using the ASP.NET XtraReports Suite: The video pace is not too fast and covers what you need to build your first master-detail report. The video also builds on the previous ASP.NET Data-Aware Report. But dont worry, I cover that in the video too. Watch the How-to Setup An ASP.NET Master-Detail Report video and then drop me a line below with your thoughts. Thanks!...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Which is easier to learn, Zend Framework, CakePHP or CodeIgniter?

    - by Kwame Boame
    I am new to programming but I know HTML, CSS and Jquery. I am a web designer but want to expand my skill to application development with frameworks. Specifically, PHP frameworks. I want to know which of the frameworks mentioned in the question is difficult to master. Also, my friend wants me to learn Ruby on Rails/ Python instead of PHP. What's your best advice for a newbie programmer who is looking to build online software/apps in the near future; say, after 3 months/6 months or a year of study and practice?

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  • Introducing the Hardware Sales Consultant (Presales) Team in Greece

    - by fboufis
    Hello World and welcome to the blog of the Oracle Hardware Presales Team in Athens.The team is responsible for a cluster of six (6) countries which includes Greece, Cyprus, Malta, The Former Yugoslav Republic of Macedonia, Albania and Kosovo.We handle the complete hardware & systems software portfolio, namely: Engineered Systems: Purpose-build and General-purpose solutions Servers: SPARC (M & T-Series) & x86 (X-Series) servers Operating Systems: Oracle Solaris & Oracle Linux Virtualization Technologies: Oracle VM, Solaris Zones & Dynamic Domains Storage: NAS (ZFSSA), SAN (Axiom) & Tape (StorageTek) Systems Software: High Availability (Solaris Cluster) & Systems Management (Ops Center) and a multitude of other products, all of which will be the main topic of our blog. We design and propose solutions based on these products and assist both customers and partners in integrating those solutions in existing datacenters.We will be happy to support you in your projects, provide information and discuss your business issues, so do not hesitate to contact us.Filippos Boufis – Oracle Hardware Principal Sales Consultant

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  • Is it a good idea to simplify an character -driven game engine to the point it's unnecessary to learn scripting/programming ?

    - by jokoon
    I remember, and I still think, that one cannot even make a prototyped 3D game to test just simple behaviors without using gigantic tools like unity or knowing extensive C++ programming, design pattern, a decent or basic 3D engine, etc. Now I'm wondering, since I know programming, that I'm still more lucky that the ones who need to learn programming prior to know how to make something: even scripted engines such as unity are not for kids, and to my sense they tend to dictate their ways of doing things, which is not the case with engine like ogre or irrlicht. I remember toying a little with the blender game engine, it was possible to link states or something I don't remember very well. Now I'm thinking that character driven games occupies a big part of the game market. Do you think it is a good idea to make a character-controlled oriented game engine which allows only to build AI instead of anything else ?

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  • Open XML SDK 2.0 for Microsoft Office Is Live

    I speak with customers every day about the productivity solutions they build using Microsoft Office. Rarely now do my conversations not include a discussion of Open XML. This is because it is such a powerful way to work with Office documents as a data source. Basically, developers can shuttle data in and out of Office documents by working with the underlying document XML without invoking the Office object models. The documents can then be more easily integrated in platform agnostic kinds of ways....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Writing jenkins plugin: where is the documentation?

    - by user22070
    On my current project we're using Jenkins to monitor our builds. Now they want me to write a Jenkins plugin to add some more monitoring parameters. I've taken a look at how the status monitor plugin works, and I can't figure some things out. I've tried to look for documentation for writing a plugin, but that seems to be sorely lacking. (the site only mentions how to generate the base project, and refers to a tutorial that's not that informative) What I'm trying to do is just add some options to each build, add a link, and a monitoring page. Adding to the main page is apparently done by adding the action, but I'm still trying to figure out the rest. And how it all ties in. Does anyone have any pointers, or a place where I can find some decent documentation?

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  • Tales from the Coal Face - Speeding up a C# compilation

    - by TATWORTH
    At one place, I was faced with a C# solution which when XML documentation was turned on, the compilation time increased from 45 seconds to over 8 minutes. This slowdown was unacceptable, however some digging revealed an excellent suggestion by Eric Woodruff at http://social.msdn.microsoft.com/Forums/en-US/devdocs/thread/9bbad4cc-e229-49da-a6f7-3cdf470ac53a/ where he suggested "just suppress the warning by entering it's number (1591 for C#) in the Suppress Warnings field on the Build tab of the project properties". I followed Eric's suggestion and the compilation time went back down to 45 seconds. Now that CS1591 is suppressed how was missing documentation to be found? All that was necessary was to run StyleCop!

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  • Contricted A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to constrict a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • SilverlightShow for 13-19 Dec 2010

    - by Dave Campbell
    I still haven't updated my friends at SilverlightShow, but I have their list from last week. Check out the Top Five most popular news at SilverlightShow for last week (13 - 19 Dec 2010). First place for the past week takes the post about Mahesh Sabnis' sample Line-Of-Business app using Silverlight 4. A lot of clicks and downloads got also the recording of SilverlightShow webinar 'Building an end-to-end Silverlight 4 Application' presented by Gill Cleeren on Dec 15th. Here is SilverlightShow's weekly top 5: Line of Business (LOB) Application using Silverlight 4, WCF 4, EF 4 and Commanding Architecture Recording, Demos and Slides of the Webinar 'Build an End-to-end Silverlight 4 Application' SilverlightShow Content Updating to Silverlight 4 Free Webcam Photo Application in Silverlight Unit testing MVVM in Silverlight - SDN Event-Code and Slides Visit and bookmark SilverlightShow. Stay in the 'Light

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  • AMD Catalyst diskless cluster

    - by Nathan Moos
    I'm using Ubuntu 13.10 to set up a diskless compute cluster. When I use the procedure detailed in https://help.ubuntu.com/community/DisklessUbuntuHowto, I successfully am able to boot all four nodes. However, once I install Catalyst, I immediately have problems: only one diskless node boots properly, with the other two hanging while attempting to start X. My assumption is that my Catalyst build was somehow specific to the node which I booted from first, which somehow prevents the other nodes from loading Catalyst. Can anyone provide hints to help solve this? Thank you in advance!

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  • Programming curricula

    - by davidk01
    There are a lot of schools that teach Java and C++ but whenever I see the syllabus for one of these classes it's almost always some cut and dry OO stuff with possibly some boring end of class project. With all the little gadgets and emulators for those gadgets why aren't more schools re-purposing those classes so that the students work their way up to building android or meego applications? That way students get to experience first hand what it takes to engineer/build a piece of software instead of doing finger exercises with syntax. Practically every self-taught programmer that I know started programming because they wanted to make their gadgets do things for them. They didn't learn a programming language with an abstract conception of using it on some far distant project so I don't understand why schools don't emulate this style of teaching.

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  • CMake can not find PythonLibs

    - by tintin
    I am trying to build inria Graphite on my ubuntu which is running in a VirtualBox simulator, I follow the instructions, and install the python-dev packages, but when I run cmake , still got an error: CMake Error at /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:108 (message): Could NOT find PythonLibs (missing: PYTHON_LIBRARIES PYTHON_INCLUDE_DIRS) (Required is at least version "3.2") Call Stack (most recent call first): /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:315 (_FPHSA_FAILURE_MESSAGE) /usr/share/cmake-2.8/Modules/FindPythonLibs.cmake:208 (FIND_PACKAGE_HANDLE_STANDARD_ARGS) src/packages/OGF/gel_python3/CMakeLists.txt:11 (FIND_PACKAGE) I checked the /usr/lib/ and find tintin@tintin-VirtualBox:/usr/lib$ find . -name "libpython*" ./x86_64-linux-gnu/libpython3.4m.so.1.0 ./x86_64-linux-gnu/libpython2.7.so.1.0 ./x86_64-linux-gnu/libpython3.4m.a ./x86_64-linux-gnu/libpython2.7.a ./x86_64-linux-gnu/libpython3.4m.so ./x86_64-linux-gnu/libpython2.7.so ./x86_64-linux-gnu/libpython2.7.so.1 ./x86_64-linux-gnu/libpython3.4m.so.1 so why cmake can not find the PythonLibs, or how should I deal with this?

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  • Developing a computer system based on Nand2Tetris [on hold]

    - by Ryan
    I recently finished a book called Nand2Tetris (nand2tetris.org) where I built my own computer system from scratch with its own machine language, assembly code, and a high level language called Jack that's translated to Hack binary. However, I feel like the "computer" I built throughout the course of this book (called the Hack computer) is a bit too simple for various reasons: 1) There are only two registers (D and A), whereas most computers have much more 2) Peripheral devices like mouse and keyboard have to be directly implemented 3) Peripheral devices use a pre-planned shared memory map to communicate with the CPU instead of using interrupts (which aren't covered at all) 4) Jack (the high level language) code doesn't compile to Assembly code directly, instead it compiles to an intermediate language, which in turn gets translated to Assembly. 5) There is no ROM or permanent storage device, everything is stored in RAM 6) No support for colored monitor, networking or sound I would like to build a more complicated computer system now based on what I've learned from Nand2Tetris. Does anyone know of any good resources or books to get started on this? (BTW by computer system I mean software that can emulate the hardware of a virtual computer with its own unique instruction set)

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