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  • Installing GNU scientific library and linking to programme

    - by jack
    I am trying to install a statistical program which requires GNU Scientific Library (GSL). I have successfully installed GSL through the yum command, but my statistical program gives an error when I try to run make install. I think there is a linking problem. How can I solve it? $ sudo yum install gsl.x86_64 Installed: gsl.x86_64 0:1.15-3.fc16 Dependency Installed: atlas.x86_64 0:3.8.4-1.fc16 $ tar -xvzf prog.tgz $ cd prog $ make $ gcc -O3 -Wall -Wshadow -pedantic -D_GNU_SOURCE -D_FILE_OFFSET_BITS=64 -DVER32 -I/opt/local/include/ -L/opt/local/lib/ -c -o prog.o prog.c In file included from prog.c:16:0: prog.h:7:30: fatal error: gsl/gsl_sf_gamma.h: No such file or directory compilation terminated. make: *** [prog.o] Error 1

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  • Textures quality issues with Libgdx

    - by user1876708
    I have drawn several vector objets and characters ( in Adobe Illustrator ) for my game on Android. They are all scalable at any size without any quality losses ( of course it's vector ^^ ). I have tried to simulate my gameboard directly on Illustrator just before setting my assests on libdgx to implement them in my game. I set all the objects at the good size, so that they fit perfectly on my XHDPI device I am running my test on. As you can see it works great ( for me at least ^^ ), the PNG quality is good for me, as expected ! So I have edited all my PNG at this size, set my assets on libgdx and build my game apk. And here is a screenshot of my gameboard ( don't pay attention at the differences of placing and objects, but check at the objets presents on both screenshot ). As you can see, I have a loss of my PNG quality in the game. It can be seen clealry on the hedgehog PNG, but also ( but not as obvious ) on the mushroom ( check at the outline ) and the hole PNG. If you really pay attention, on every objects, you can see pixels that are not visible on my first screenshot. And I just can't figure out why this is happening Oo If you have any ideas, you are very welcome ! Thanks. PS : You can check more clearly the 2 gameboard on this two links ( look at them at 100%, display at high resolution ) : Good quality link, from Illustrator Poor quality link, from the game Second phase of tests : We display an object ( the hedgehog ) on our main menu screen to see how it looks like. The things is that it looks like he is suppose to, which means, high quality with no pixels. The hedgehog PNG is coming from an atlas : layer.addActor(hedgehog); No loss of quality with this method So we think the problem is comming from the method we are using to display it on our gameboard : blocks[9][3] = new Block(TextureUtils.hedgehog, new Vector2(9, 3)); the block is getting the size from the vector we are associating to it, but we have a loss of quality with this method.

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  • AndEngine Box2d game

    - by OneMoreVladimir
    I'm developing a 2d survival shooter using Box2d extension and I've got some questions: I have two AnalogOnScreenControls. Their listeners modify both sprites and bodies. I receive TouchEventPool was exhausted and as their number grows the game crashes accidently. I've tried to put the modification of the bodies and sprites on the UpdateThread but that does not solve the problem. What could be the cause? I have a class that at the beginnig of the game loads all the textures. After I relaunch the game activity several times I receive Unable to find Phys Addr for and "green color" interface. But that doesn't happen if I clear the memory manually through the Task Manager before relaunch What could be the cause? I unload my atlas at the end of the game. The game sometimes crashes at start with NullPointerException in onResumeGame. The solution suggested is to set android:configChanges="orientation|screenSize" but my device is API 10 so it doesn't have screenSize property and orientation only does not seem to help, because the game starts in portrait mode at times (though landscape is set in the code)

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  • Optimal sprite size for rotations

    - by Panda Pajama
    I am making a sprite based game, and I have a bunch of images that I get in a ridiculously large resolution and I scale them to the desired sprite size (for example 64x64 pixels) before converting them to a game resource, so when draw my sprite inside the game, I don't have to scale it. However, if I rotate this small sprite inside the game (engine agnostically), some destination pixels will get interpolated, and the sprite will look smudged. This is of course dependent on the rotation angle as well as the interpolation algorithm, but regardless, there is not enough data to correctly sample a specific destination pixel. So there are two solutions I can think of. The first is to use the original huge image, rotate it to the desired angles, and then downscale all the reaulting variations, and put them in an atlas, which has the advantage of being quite simple to implement, but naively consumes twice as much sprite space for each rotation (each rotation must be inscribed in a circle whose diameter is the diagonal of the original sprite's rectangle, whose area is twice of that original rectangle, supposing square sprites). It also has the disadvantage of only having a predefined set of rotations available, which may be okay or not depending on the game. So the other choice would be to store a larger image, and rotate and downscale while rendering, which leads to my question. What is the optimal size for this sprite? Optimal meaning that a larger image will have no effect in the resulting image. This is definitely dependent on the image size, the amount of desired rotations without data loss down to 1/256, which is the minimum representable color difference. I am looking for a theoretical general answer to this problem, because trying a bunch of sizes may be okay, but is far from optimal.

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  • What is causing these visual artifacts on my OpenGL sprites?

    - by Amplify91
    What could be the cause of the defects in my characters sprite? I am using OpenGL ES 2.0. I draw my sprites in a sprite batch that uses UV coordinates from one large texture atlas. If you look around the character' edges, you'll see two noticeable problems: The invisible alpha background is not invisible, but shows a strange static-like background. There are unwanted streaks where the character nears the edge of the frame (but only in some frames of the animation, this happened to be one of them). Any idea what could be causing these? I will provide related code if asked for, but I'll try to avoid just dumping the entire project and expecting someone to look through it all. EDIT: Here's a bit of code: This is how I generate my UV coordinates: private float[] createFrameUV(int frameWidth, int frameHeight, int x, int y){ float[] uv = new float[4]; if(numberOfFrames>1){ float width = (float)frameWidth / (float)mBitmap.getWidth(); float height = (float)frameHeight / (float)mBitmap.getHeight(); float u = (float)x / (float)mBitmap.getWidth(); float v = (float)y / (float)mBitmap.getHeight(); uv[0] = u; uv[1] = v; uv[2] = u + width; uv[3] = v + height; }else{ uv[0] = 0f; uv[1] = 0f; uv[2] = 1f; uv[3] = 1f; } return uv; } These are some OpenGL settings: GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

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  • XNA 4.0, Combining model draw calls

    - by MayContainNuts
    I have the following problem: The levels in my game are made up of a Large Quantity of small Models and because of that I am experiencing frame rate problems. I already did some research and came to the conclusion that the amount of draw calls I am making must be the root of my problems. I've looked around for a while now and couldn't quite find a satisfying solution. I can't cull any of those models, in a worst case scenario there could be 1000 of them visible at the same time. I also looked at Hardware geometry Instancing, but I don't think that's quite what I'm looking for, because the level consists of a lot of different parts. So, what I'd like to do is combining 100 or 200 of these Models into a single large one and draw it as a whole 'chunk'. The whole geometry is static so it wouldn't have to be changed after combining, but different parts of it would have to use different textures (I think I can accomplish that with a texture atlas). But I have no idea how to to that, so does anybody have any suggestions?

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  • CodePlex Daily Summary for Tuesday, November 13, 2012

    CodePlex Daily Summary for Tuesday, November 13, 2012Popular ReleasesSymphony Framework: Symphony Framework v2.0.0.6: Symphony Framework version 2.0.0.6. has just been released General note: If you install Symphony Framework 2.0.0.6 you must re-generate all your code-generated source files, resource files, controls and windows. Failure to regenerate will cause your applications to fail. Symphony Framework requires at least version 4.2.3 of CodeGen due to some new functionality that has been added. Please ensure that you download and install the latest version of CodeGen. You can review the full release ...AcDown?????: AcDown????? v4.3: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...WallSwitch: WallSwitch 1.2.1: Version 1.2.1 Changes: Improved collage image distribution to overlap older images first. Set default collage background blur distance to 4 (provides a more gradual effect). Fixed issue where wallpaper not displayed on Windows Vista when Cross-Fade transitions enabled. Fixed issue with duplicated themes not updating history view correctly.????: ???? 1.0: ????ALinq Dynamic (Entity SQL for Linq to SQL): ALinq Dynamic v1.1: 1. Fix a few bugs about aggregate function. 2. Supports more functions. 3. Append more samples.Unicode IVS Add-in for Microsoft Office: Unicode IVS Add-in for Microsoft Office: Unicode IVS Add-in for Microsoft Office ??? ?????、Unicode IVS?????????????????Unicode IVS???????????????。??、??????????????、?????????????????????????????。Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.74: fix for issue #18836 - sometimes throws null-reference errors in ActivationObject.AnalyzeScope method. add back the Context object's 8-parameter constructor, since someone has code that's using it. throw a low-pri warning if an expression statement is == or ===; warn that the developer may have meant an assignment (=). if window.XXXX or window"XXXX" is encountered, add XXXX (as long as it's a valid JavaScript identifier) to the known globals so subsequent references to XXXX won't throw ...Home Access Plus+: v8.3: Changes: Fixed: A odd scroll bar showing up for no reason Changed: Added some code to hopefully sort out the details view when there is a small number of files Fixed: Where the details toolbar shows in the wrong place until you scroll Fixed: Where the Help Desk live tile shows all open tiles, instead of user specific tiles (admins still see all) Added: Powerpoint Files Filter Added: Print style for Booking System Added: Silent check for the logon tracker Updated: Logon Tracker I...???????: Monitor 2012-11-11: This is the first releaseVidCoder: 1.4.5 Beta: Removed the old Advanced user interface and moved x264 preset/profile/tune there instead. The functionality is still available through editing the options string. Added ability to specify the H.264 level. Added ability to choose VidCoder's interface language. If you are interested in translating, we can get VidCoder in your language! Updated WPF text rendering to use the better Display mode. Updated HandBrake core to SVN 5045. Removed logic that forced the .m4v extension in certain ...ImageGlass: Version 1.5: http://i1214.photobucket.com/albums/cc483/phapsuxeko/ImageGlass/1.png v1.5.4401.3015 Thumbnail bar: Increase loading speed Thumbnail image with ratio Support personal customization: mouse up, mouse down, mouse hover, selected item... Scroll to show all items Image viewer Zoom by scroll, or selected rectangle Speed up loading Zoom to cursor point New background design and customization and others... v1.5.4430.483 Thumbnail bar: Auto move scroll bar to selected image Show / Hi...Building Windows 8 Apps with C# and XAML: Full Source Chapters 1 - 10 for Windows 8 Fix 002: This is the full source from all chapters of the book, compiled and tested on Windows 8 RTM. Includes: A fix for the Netflix example from Chapter 6 that was missing a service reference A fix for the ImageHelper issue (images were not being saved) - this was due to the buffer being inadequate and required streaming the writeable bitmap to a buffer first before encoding and savingmyCollections: Version 2.3.2.0: New in this version : Added TheGamesDB.net API for Games and NDS Added Support for Windows Media Center Added Support for myMovies Added Support for XBMC Added Support for Dune HD Added Support for Mede8er Added Support for WD HDTV Added Fast search options Added order by Artist/Album for music You can now create covers and background for games You can now update your ID3 tag with the info of myCollections Fixed several provider Performance improvement New Splash ...Draw: Draw 1.0: Drawing PadPlayer Framework by Microsoft: Player Framework for Windows 8 (v1.0): IMPORTANT: List of breaking changes from preview 7 Ability to move control panel or individual elements outside media player. more info... New Entertainment app theme for out of the box support for Windows 8 Entertainment app guidelines. more info... VSIX reference names shortened. Allows seeing plugin name from "Add Reference" dialog without resizing. FreeWheel SmartXML now supports new "Standard" event callback type. Other minor misc fixes and improvements ADDITIONAL DOWNLOADSSmo...WebSearch.Net: WebSearch.Net 3.1: WebSearch.Net is an open-source research platform that provides uniform data source access, data modeling, feature calculation, data mining, etc. It facilitates the experiments of web search researchers due to its high flexibility and extensibility. The platform can be used or extended by any language compatible for .Net 2 framework, from C# (recommended), VB.Net to C++ and Java. Thanks to the large coverage of knowledge in web search research, it is necessary to model the techniques and main...Umbraco CMS: Umbraco 4.10.0: NugetNuGet BlogRead the release blog post for 4.10.0. Whats newMVC support New request pipeline Many, many bugfixes (see the issue tracker for a complete list) Read the documentation for the MVC bits. Breaking changesWe have done all we can not to break backwards compatibility, but we had to do some minor breaking changes: Removed graphicHeadlineFormat config setting from umbracoSettings.config (an old relic from the 3.x days) U4-690 DynamicNode ChildrenAsList was fixed, altering it'...SQL Server Partitioned Table Framework: Partitioned Table Framework Release 1.0: SQL Server 2012 ReleaseSharePoint Manager 2013: SharePoint Manager 2013 Release ver 1.0.12.1106: SharePoint Manager 2013 Release (ver: 1.0.12.1106) is now ready for SharePoint 2013. The new version has an expanded view of the SharePoint object model and has been tested on SharePoint 2013 RTM. As a bonus, the new version is also available for SharePoint 2010 as a separate download.Fiskalizacija za developere: FiskalizacijaDev 1.2: Verzija 1.2. je, prije svega, odgovor na novu verziju Tehnicke specifikacije (v1.1.) koja je objavljena prije nekoliko dana. Pored novosti vezanih uz (sitne) izmjene u spomenutoj novoj verziji Tehnicke dokumentacije, projekt smo prošili sa nekim dodatnim feature-ima od kojih je vecina proizašla iz vaših prijedloga - hvala :) Novosti u v1.2. su: - Neusuglašenost zahtjeva (http://fiskalizacija.codeplex.com/workitem/645) - Sample projekt - iznosi se množe sa 100 (http://fiskalizacija.codeplex.c...New Projects3jidi IPTV App: 3jidi IPTV application on microsoft mediaroomAX 2012 Custom Operating Units: With this tool, non technical users can create custom operating units, link them with existing org model, model custom units as financial dimensions etc.BASE32 Encoder: This awesome app let you convert all your music, pictures and video to brand new BASE32 encoding! BilgeAdam.ChannelShow: BilgeAdam.ChannelShowBlueset Studio Opensource Projects: Only for Opensource projects form Blueset Studio.Bubble Trouble: This is a game where you are trapped in a room with lethal bubbles bouncing around the rooms. You must use your special vine gun to shoot and pop the bubbles!ClomibepASP (Suspended): PL: Zaawansowany system zarzadzania trescia ClomibepASP. EN: Advenced content managment system ClomibepASP.CoBaS - Contract Based Serializer: The serialization framework that cares for bits and speed :)DelegateDuck: New stub library for C#. You can build with it any object using delegates and such an object can be casted to any compatible interface.Demir Yayincilik: Ulusal arastirmacilarin ana dilleri ile yaptiklari yayinlarin kolay dagitilmasi ve izlenmesi gereksiniminden hareketle kurulan Demir yayincilik...DNN LiveEvents: DotNetNuke Live Events ModuleFamFamFam Silk Icons Atlas (CSS Sprites): A CSS/Image generator for CSS Sprites (Atlas) for FamFamFam Silk iconsGuid Finder Solution for Microsoft Dynamics CRM 2011: Guid Finder Solution for Microsoft Dynamics CRM 2011. This Solution helps to find any record "GUID" across all entities in Dynamics CRM. hyd: a game demoJogo do Galo: JOGO DO GALO REGRAS •O tabuleiro é a matriz de três linhas em três colunas. •Dois jogadores escolhem três peças cada um. •Os jogadores jogam alternadamente, uma peça de cada vez, num espaço que esteja vazio. •O objectivo é conseguir três peças iguais em linha, quer horizontal, vjQCalendarPart: jQCalendarPart is a JS application which when added to a CEWP in SP 2010 will display a jQuery Calendar control with the upcoming events from the Calendar list.Kinect Table Tennis: A 2D Top-down Kinect table tennis game! Booyeah!MathNullable: The example of the Nullable Mathematics.Metro Launch: Metro Launch is a new Start menu inspired by Windows 8's.Monoxide.Diagnostics: This is Systems.Diagnostics source code extracted from Mono so that people on any platform (Windows, too!) can extend more of the tracing framework.new1325: hellonew1327: helloPizza-Service: School Project of a Pizza-Service application.ProjectOnElance: SomeProjectOnElanceRemote Controller for Trackmania: Evzrecon is a remote controller for Trackmania Forever dedicated servers, much like XASECO but written in Java.SoftRenderer: a software rendererStripeOne ShortenUrl: Projeto de estudo para encurtar urls, com cms para o usuário (caso seja registrado ou por sessão) e cms administrativo com estatisticas de urls mais usadas.testtom11122012git01: htesttom11122012hg01: fdstesttom11122012tfs01: fdstesttom11122012tfs03: rewThe new Basecamp API C# Wrapper: This project aims to be a complete C# wrapper around the new Basecamp API. Direct API call support in addition to convenience methods are provided.TVendas: Este projeto surgiu com a necessidade de se ter um software de gerenciamento de vendas web e gratuito. Então surgiu o TVendas.WDTVHUBLIVE Companion: Intitial summary : This is a project to learn C# and to create an application to manage media on a WDTVLiveHub. WordTrending: ECE 275 Assignment #4Yet another SharePoint 2010 Deployment Script: The following PowerShell script is intended to help operations staff as well as developers to automate the base installation of SharePoint 2010 Server. Zytonic Hotkeys: Zytonic Hotkeys Is a User Library That Aims to defeat The hassle of creating User Hotkeys for your .NET Applications.????: ????

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  • mdadm: Win7-install created a boot partition on one of my RAID6 drives. How to rebuild?

    - by EXIT_FAILURE
    My problem happened when I attempted to install Windows 7 on it's own SSD. The Linux OS I used which has knowledge of the software RAID system is on a SSD that I disconnected prior to the install. This was so that windows (or I) wouldn't inadvertently mess it up. However, and in retrospect, foolishly, I left the RAID disks connected, thinking that windows wouldn't be so ridiculous as to mess with a HDD that it sees as just unallocated space. Boy was I wrong! After copying over the installation files to the SSD (as expected and desired), it also created an ntfs partition on one of the RAID disks. Both unexpected and totally undesired! . I changed out the SSDs again, and booted up in linux. mdadm didn't seem to have any problem assembling the array as before, but if I tried to mount the array, I got the error message: mount: wrong fs type, bad option, bad superblock on /dev/md0, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so dmesg: EXT4-fs (md0): ext4_check_descriptors: Block bitmap for group 0 not in group (block 1318081259)! EXT4-fs (md0): group descriptors corrupted! I then used qparted to delete the newly created ntfs partition on /dev/sdd so that it matched the other three /dev/sd{b,c,e}, and requested a resync of my array with echo repair > /sys/block/md0/md/sync_action This took around 4 hours, and upon completion, dmesg reports: md: md0: requested-resync done. A bit brief after a 4-hour task, though I'm unsure as to where other log files exist (I also seem to have messed up my sendmail configuration). In any case: No change reported according to mdadm, everything checks out. mdadm -D /dev/md0 still reports: Version : 1.2 Creation Time : Wed May 23 22:18:45 2012 Raid Level : raid6 Array Size : 3907026848 (3726.03 GiB 4000.80 GB) Used Dev Size : 1953513424 (1863.02 GiB 2000.40 GB) Raid Devices : 4 Total Devices : 4 Persistence : Superblock is persistent Update Time : Mon May 26 12:41:58 2014 State : clean Active Devices : 4 Working Devices : 4 Failed Devices : 0 Spare Devices : 0 Layout : left-symmetric Chunk Size : 4K Name : okamilinkun:0 UUID : 0c97ebf3:098864d8:126f44e3:e4337102 Events : 423 Number Major Minor RaidDevice State 0 8 16 0 active sync /dev/sdb 1 8 32 1 active sync /dev/sdc 2 8 48 2 active sync /dev/sdd 3 8 64 3 active sync /dev/sde Trying to mount it still reports: mount: wrong fs type, bad option, bad superblock on /dev/md0, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so and dmesg: EXT4-fs (md0): ext4_check_descriptors: Block bitmap for group 0 not in group (block 1318081259)! EXT4-fs (md0): group descriptors corrupted! I'm a bit unsure where to proceed from here, and trying stuff "to see if it works" is a bit too risky for me. This is what I suggest I should attempt to do: Tell mdadm that /dev/sdd (the one that windows wrote into) isn't reliable anymore, pretend it is newly re-introduced to the array, and reconstruct its content based on the other three drives. I also could be totally wrong in my assumptions, that the creation of the ntfs partition on /dev/sdd and subsequent deletion has changed something that cannot be fixed this way. My question: Help, what should I do? If I should do what I suggested , how do I do that? From reading documentation, etc, I would think maybe: mdadm --manage /dev/md0 --set-faulty /dev/sdd mdadm --manage /dev/md0 --remove /dev/sdd mdadm --manage /dev/md0 --re-add /dev/sdd However, the documentation examples suggest /dev/sdd1, which seems strange to me, as there is no partition there as far as linux is concerned, just unallocated space. Maybe these commands won't work without. Maybe it makes sense to mirror the partition table of one of the other raid devices that weren't touched, before --re-add. Something like: sfdisk -d /dev/sdb | sfdisk /dev/sdd Bonus question: Why would the Windows 7 installation do something so st...potentially dangerous? Update I went ahead and marked /dev/sdd as faulty, and removed it (not physically) from the array: # mdadm --manage /dev/md0 --set-faulty /dev/sdd # mdadm --manage /dev/md0 --remove /dev/sdd However, attempting to --re-add was disallowed: # mdadm --manage /dev/md0 --re-add /dev/sdd mdadm: --re-add for /dev/sdd to /dev/md0 is not possible --add, was fine. # mdadm --manage /dev/md0 --add /dev/sdd mdadm -D /dev/md0 now reports the state as clean, degraded, recovering, and /dev/sdd as spare rebuilding. /proc/mdstat shows the recovery progress: md0 : active raid6 sdd[4] sdc[1] sde[3] sdb[0] 3907026848 blocks super 1.2 level 6, 4k chunk, algorithm 2 [4/3] [UU_U] [>....................] recovery = 2.1% (42887780/1953513424) finish=348.7min speed=91297K/sec nmon also shows expected output: ¦sdb 0% 87.3 0.0| > |¦ ¦sdc 71% 109.1 0.0|RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR > |¦ ¦sdd 40% 0.0 87.3|WWWWWWWWWWWWWWWWWWWW > |¦ ¦sde 0% 87.3 0.0|> || It looks good so far. Crossing my fingers for another five+ hours :) Update 2 The recovery of /dev/sdd finished, with dmesg output: [44972.599552] md: md0: recovery done. [44972.682811] RAID conf printout: [44972.682815] --- level:6 rd:4 wd:4 [44972.682817] disk 0, o:1, dev:sdb [44972.682819] disk 1, o:1, dev:sdc [44972.682820] disk 2, o:1, dev:sdd [44972.682821] disk 3, o:1, dev:sde Attempting mount /dev/md0 reports: mount: wrong fs type, bad option, bad superblock on /dev/md0, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so And on dmesg: [44984.159908] EXT4-fs (md0): ext4_check_descriptors: Block bitmap for group 0 not in group (block 1318081259)! [44984.159912] EXT4-fs (md0): group descriptors corrupted! I'm not sure what do do now. Suggestions? Output of dumpe2fs /dev/md0: dumpe2fs 1.42.8 (20-Jun-2013) Filesystem volume name: Atlas Last mounted on: /mnt/atlas Filesystem UUID: e7bfb6a4-c907-4aa0-9b55-9528817bfd70 Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal ext_attr resize_inode dir_index filetype extent flex_bg sparse_super large_file huge_file uninit_bg dir_nlink extra_isize Filesystem flags: signed_directory_hash Default mount options: user_xattr acl Filesystem state: clean Errors behavior: Continue Filesystem OS type: Linux Inode count: 244195328 Block count: 976756712 Reserved block count: 48837835 Free blocks: 92000180 Free inodes: 243414877 First block: 0 Block size: 4096 Fragment size: 4096 Reserved GDT blocks: 791 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 8192 Inode blocks per group: 512 RAID stripe width: 2 Flex block group size: 16 Filesystem created: Thu May 24 07:22:41 2012 Last mount time: Sun May 25 23:44:38 2014 Last write time: Sun May 25 23:46:42 2014 Mount count: 341 Maximum mount count: -1 Last checked: Thu May 24 07:22:41 2012 Check interval: 0 (<none>) Lifetime writes: 4357 GB Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 256 Required extra isize: 28 Desired extra isize: 28 Journal inode: 8 Default directory hash: half_md4 Directory Hash Seed: e177a374-0b90-4eaa-b78f-d734aae13051 Journal backup: inode blocks dumpe2fs: Corrupt extent header while reading journal super block

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  • ASP.NET Development Server - Empty webResource.axd after conversion from 2.0 to 3.5

    - by David Casey
    I have moved a project from asp.net 2.0 to 3.5. The original project was using the atlas ajax extensions so I have modified the code to use the built in ajax features in 3.5. When running the project within the dev environemnt (VS2008 on Vista Business SP1) and using the asp.net dev server I receive javascript errors such as WebForm_PostBackOptions which point to a missing handler/module. If I deploy the project and run it stand alone within IIS or if I use Fiddler2 while running in VS2008 I do not see the errors and fiddler shows that the axd files are being downloaded correctly. Also deploying to a 2003 server does not show any issues. I could just carry on and forget this as it works when deployed but I would like to understand what is happening. Has anyone got an ideas as to what is going on here and how to get the same results accross all environments?

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  • .NEt on WIN to Mono on Ubuntu

    - by Srikanth
    I am looking at a possibility to change my ASP.NET 2.0 app to Mono framework. I have used the mono analyzer tool and it does detect some p/invoke and interop dependencies. For ex. 1) We use excel interops and on linux we are looking to use staroffice/Openoffice instead. Is there an easy way of substituting excel with staroffice? (I know it sounds bizarre, but just don't want to miss out in case anyone has done it already.) 2) LDAP auth: What could be the best alternative in Ubuntu (or an other flavour of Linux) ? 3) Is there an ajax framework for mono? Preferably with similar controls as Atlas?? I hope I am not too ambitious here.. thanks.

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  • iPad as programming platform--What future do touch screens have with programming?

    - by user94154
    I read this question a few weeks ago. I thought about it when I first saw the iPad. Do you think it would be possible to set up a development environment on the iPad? I think it would be awesome if there was an InstantRails App, a Django App, maybe even 280 North's Atlas could run on it :). Would you develop using an on-screen keyboard and a 10 inch screen? Steve Jobs seems to think touch-screens are the future of web browsing. What Future does touch have with programming?

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  • .NET on Windows to Mono on Ubuntu

    - by Srikanth
    I am looking at a possibility to change my ASP.NET 2.0 application to the Mono framework. I have used the Mono Migration Analyzer tool and it does detect some P/Invoke and interop dependencies. For example: 1) We use Excel interops and on Linux we are looking to use StarOffice/OpenOffice instead. Is there an easy way of substituting Excel with StarOffice? (I know it sounds bizarre, but I just don't want to miss out in case anyone has done it already.) 2) LDAP authentication: What could be the best alternative in Ubuntu (or an other flavour of Linux)? 3) Is there an Ajax framework for Mono? Preferably with similar controls as Atlas? I hope I am not too ambitious here..

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  • ASP.NET AJAX, jQuery and AJAX Control Toolkit&ndash;the roadmap

    - by Harish Ranganathan
    The opinions mentioned herein are solely mine and do not reflect those of my employer Wanted to post this for a long time but couldn’t.  I have been an ASP.NET Developer for quite sometime and have worked with version 1.1, 2.0, 3.5 as well as the latest 4.0. With ASP.NET 2.0 and Visual Studio 2005, came the era of AJAX and rich UI style web applications.  So, ASP.NET AJAX (codenamed “ATLAS”) was released almost an year later.  This was called as ASP.NET 2.0 AJAX Extensions.  This release was supported further with Visual Studio 2005 Service Pack 1. The initial release of ASP.NET AJAX had 3 components ASP.NET AJAX Library – Client library that is used internally by the server controls as well as scripts that can be used to write hand coded ajax style pages ASP.NET AJAX Extensions – Server controls i.e. ScriptManager,Proxy, UpdatePanel, UpdateProgress and Timer server controls.  Works pretty much like other server controls in terms of development and render client side behavior automatically AJAX Control Toolkit – Set of server controls that extend a behavior or a capability.  Ex.- AutoCompleteExtender The AJAX Control Toolkit was a separate download from CodePlex while the first two get installed when you install ASP.NET AJAX Extensions. With Visual Studio 2008, ASP.NET AJAX made its way into the runtime.  So one doesn’t need to separately install the AJAX Extensions.  However, the AJAX Control Toolkit still remained as a community project that can be downloaded from CodePlex.  By then, the toolkit had close to 30 controls. So, the approach was clear viz., client side programming using ASP.NET AJAX Library and server side model using built-in controls (UpdatePanel) and/or AJAX Control Toolkit. However, with Visual Studio 2008 Service Pack 1, we also added support for the ever increasing popular jQuery library.  That is, you can use jQuery along with ASP.NET and would also get intellisense for jQuery in Visual Studio 2008. Some of you who have played with Visual Studio 2010 Beta and .NET Framework 4 Beta, would also have explored the new AJAX Library which had a lot of templates, live bindings etc.,  But, overall, the road map ahead makes it much simplified. For client side programming using JavaScript for implementing AJAX in ASP.NET, the recommendation is to use jQuery which will be shipped along with Visual Studio and provides intellisense as well. For server side programming one you can use the server controls like UpdatePanel etc., and also the AJAX Control Toolkit which has close to 40 controls now.  The AJAX Control Toolkit still remains as a separate download at CodePlex.  You can download the different versions for different versions of ASP.NET at http://ajaxcontroltoolkit.codeplex.com/ The Microsoft AJAX Library will still be available through the CDN (Content Delivery Network) channels.  You can view the CDN resources at http://www.asp.net/ajaxlibrary/CDN.ashx Similarly even jQuery and the toolkit would be available as CDN resources in case you chose not to download and have them as a part of your application. I think this makes AJAX development pretty simple.  Earlier, having Microsoft AJAX Library as well as jQuery for client side scripting was kind of confusing on which one to use.  With this roadmap, it makes it simple and clear. You can read more on this at http://ajax.asp.net I hope this post provided some clarity on the AJAX roadmap as I could decipher from various product teams. Cheers!!!

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  • How to use caching to increase render performance?

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

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  • (libgdx) Button doesn't work

    - by StercoreCode
    At the game I choose StopScreen. At this screen displays button. But if I click it - it doesn't work. What I expect - when I press button it must restart game. At this stage must display at least a message that the button is pressed. I tried to create new and clear project. Main class implement ApplicationListener. I put the same code in the appropriate methods. And it's works! But if i create this button in my game - it doesn't work. When i play and go to the StopScreen, i saw button. But if i click, or touch, nothing happens. I think that the proplem at the InputListener, although i set the stage as InputProcessor. Gdx.input.setInputProcessor(stage); I also try to addListener for Button as ClickListener. But it gave no results. Or it maybe problem that i implements Screen method - not ApplicationListener or Game. But if StopScreen implement ApplicationListener, at the mainGame I can't to setScreen. Just interests question: why button displays but nothing happens to it? Here is the code of StopScreen if it helps find my mistake: public class StopScreen implements Screen{ private OrthographicCamera camera; private SpriteBatch batch; public Stage stage; //** stage holds the Button **// private BitmapFont font; //** same as that used in Tut 7 **// private TextureAtlas buttonsAtlas; //** image of buttons **// private Skin buttonSkin; //** images are used as skins of the button **// public TextButton button; //** the button - the only actor in program **// public StopScreen(CurrusGame currusGame) { camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); batch = new SpriteBatch(); buttonsAtlas = new TextureAtlas("button.pack"); //** button atlas image **// buttonSkin = new Skin(); buttonSkin.addRegions(buttonsAtlas); //** skins for on and off **// font = AssetLoader.font; //** font **// stage = new Stage(); stage.clear(); Gdx.input.setInputProcessor(stage); TextButton.TextButtonStyle style = new TextButton.TextButtonStyle(); style.up = buttonSkin.getDrawable("ButtonOff"); style.down = buttonSkin.getDrawable("ButtonOn"); style.font = font; button = new TextButton("PRESS ME", style); //** Button text and style **// button.setPosition(100, 100); //** Button location **// button.setHeight(100); //** Button Height **// button.setWidth(100); //** Button Width **// button.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Pressed"); return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { Gdx.app.log("my app", "Released"); } }); stage.addActor(button); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(); batch.setProjectionMatrix(camera.combined); batch.begin(); stage.draw(); batch.end(); }

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  • OsmDroid show blank screen with blocks

    - by Lennie
    Am trying to use OsmDroid with MapQuest maps downloaded from Mobile Atlas Creator. I followed all the instructions to generate the map tiles, upload them to the SDcard etc but when I run this on the device I get a screen with a bunch of empty boxes... What am I doing wrong? > @Override > public void onCreate(Bundle savedInstanceState) { > super.onCreate(savedInstanceState); > setContentView(R.layout.osm_map); > mapView = (MapView) findViewById(R.id.mapview); > mapView.setTileSource(TileSourceFactory.MAPQUESTOSM); > mapView.setBuiltInZoomControls(true); > mapView.setUseDataConnection(false); > mapController = mapView.getController(); > mapController.setZoom(15); > } > protected boolean isRouteDisplayed() { > // TODO Auto-generated method stub > return false; > }

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  • Performance of Java matrix math libraries?

    - by dfrankow
    We are computing something whose runtime is bound by matrix operations. (Some details below if interested.) This experience prompted the following question: Do folk have experience with the performance of Java libraries for matrix math (e.g., multiply, inverse, etc.)? For example: JAMA: http://math.nist.gov/javanumerics/jama/ COLT: http://acs.lbl.gov/~hoschek/colt/ Apache commons math: http://commons.apache.org/math/ I searched and found nothing. Details of our speed comparison: We are using Intel FORTRAN (ifort (IFORT) 10.1 20070913). We have reimplemented it in Java (1.6) using Apache commons math 1.2 matrix ops, and it agrees to all of its digits of accuracy. (We have reasons for wanting it in Java.) (Java doubles, Fortran real*8). Fortran: 6 minutes, Java 33 minutes, same machine. jvisualm profiling shows much time spent in RealMatrixImpl.{getEntry,isValidCoordinate} (which appear to be gone in unreleased Apache commons math 2.0, but 2.0 is no faster). Fortran is using Atlas BLAS routines (dpotrf, etc.). Obviously this could depend on our code in each language, but we believe most of the time is in equivalent matrix operations. In several other computations that do not involve libraries, Java has not been much slower, and sometimes much faster.

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  • Cappuccino plist structure

    - by PurplePilot
    The question is does anyone know what the structure of the (type-2) plist files in Cappuccino are? In Cappuccino there is a lot of use made of plist files. Some such as info.plist (type-1) follow a recognizable structure. These are fine i can inderstand them. <plist version="1.0"> <dict> <key>CPApplicationDelegateClass</key> <string>DocumentController</string> <key>CPBundleDocumentTypes</key> <array> <dict> ..... etc However others (type-2) which are used for importing data, importing the pptx files to and from the slides application and i believe in Atlas the development tool do not. They have a structure like this 280NPLIST;1.0;D;K;4;$topD;K;23;DocumentPresentationKeyD;K;6;CP$UIDd;1;1E;E;K;8;$objectsA;S;5;$nullD;K;6;$classD;K;6;CP$UIDd;1;2E;K;23;SKPresentationSlideSizeD;K;6;CP$UIDd;1;3E;K;23;SKPresentationNotesSizeD;K;6;CP$UIDd;1;4E;K;20;SKPresentationSlidesD;K;6;CP$UIDd;1;5E;K;26;SKPresentationSlideMastersD;K;6;CP$UIDd;1;7E;K;19;SKPresentationThemeD;K;6;CP$UIDd;1;8E;E;D;K;10;$classnameS;14; Which appears to come on a single line regardless of size (i had one today with in excess of 1.3 million chars. Some of the structure is to do with character counting but i have had what look like valid files that fail and ones that look dubious do not. I suspect i have just asked a Tumbleweed badge question her but as i already have one it doesn't matter.

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  • curios about CCSpriteBatchNode's addchild method

    - by lzyy
    when diving into "learn cocos2d game development with ios5", in ch08 in EnemyCache.m -(id) init { if ((self = [super init])) { // get any image from the Texture Atlas we're using CCSpriteFrame* frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:@"monster-a.png"]; batch = [CCSpriteBatchNode batchNodeWithTexture:frame.texture]; [self addChild:batch]; [self initEnemies]; [self scheduleUpdate]; } return self; } so batch is with texture "monster-a.png" in EnemyEntity.m's initWithType method switch (type) { case EnemyTypeUFO: enemyFrameName = @"monster-a.png"; bulletFrameName = @"shot-a.png"; break; case EnemyTypeCruiser: enemyFrameName = @"monster-b.png"; bulletFrameName = @"shot-b.png"; shootFrequency = 1.0f; initialHitPoints = 3; break; case EnemyTypeBoss: enemyFrameName = @"monster-c.png"; bulletFrameName = @"shot-c.png"; shootFrequency = 2.0f; initialHitPoints = 15; break; default: [NSException exceptionWithName:@"EnemyEntity Exception" reason:@"unhandled enemy type" userInfo:nil]; } if ((self = [super initWithSpriteFrameName:enemyFrameName])) { //... } so the returned object may be in 3 different frame. since Only the CCSprites that are contained in that texture can be added to the CCSpriteBatchNode, obviously, 'monster-b.png' is not contained in 'monster-a.png', why the different enemy can still be added to the batch?

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  • Compiling scipy on Windows 32-bit

    - by Sridhar Ratnakumar
    Has anyone tried compiling SciPy on Windows using numpy-1.3.0 that was built with the pre-built ATLAS libraries (atlas3.6.0_WinNT_P4SSE2.zip) linked in the installation document. I get the following linker error, and have no ideas as to how to fix this issue. $ python setup.py config --compiler=mingw32 build --compiler=mingw32 install --root=i [...] creating build\temp.win32-2.6\Release creating build\temp.win32-2.6\Release\scipy creating build\temp.win32-2.6\Release\scipy\integrate compile options: '-DNO_ATLAS_INFO=2 -I"C:\Documents and Settings\apy\Application Data\Python\Python26\site-packages\numpy\core\inc lude" -IC:\Python26\include -IC:\Python26\PC -c' gcc -mno-cygwin -O2 -Wall -Wstrict-prototypes -DNO_ATLAS_INFO=2 -I"C:\Documents and Settings\apy\Application Data\Python\Python26\ site-packages\numpy\core\include" -IC:\Python26\include -IC:\Python26\PC -c scipy\integrate\_odepackmo dule.c -o build\temp.win32-2.6\Release\scipy\integrate\_odepackmodule.o C:\MinGW\bin\g77.exe -g -Wall -mno-cygwin -g -Wall -mno-cygwin -shared build\temp.win32-2.6\Release\scipy\integrate\_odepackmodule .o -LC:\atlas3.6.0_WinNT_P4SSE2 -LC:\MinGW\lib -LC:\MinGW\lib\gcc\mingw32\3.4.5 -LC:\Python26\libs -LC:\Act ivePython32Python26\PCbuild -Lbuild\temp.win32-2.6 -lodepack -llinpack_lite -lmach -latlas -lcblas -lf77blas -llapack -lpython26 - lg2c -o build\lib.win32-2.6\scipy\integrate\_odepack.pyd C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_daxpy.o):ATL_F77wrap_axpy.c:(.text+0x3c): undefined reference to `ATL _daxpy' C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_dscal.o):ATL_F77wrap_scal.c:(.text+0x26): undefined reference to `ATL _dscal' C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_dcopy.o):ATL_F77wrap_copy.c:(.text+0x3d): undefined reference to `ATL _dcopy' C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_idamax.o):ATL_F77wrap_amax.c:(.text+0x1e): undefined reference to `AT L_idamax' C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_ddot.o):ATL_F77wrap_dot.c:(.text+0x36): undefined reference to `ATL_d dot' collect2: ld returned 1 exit status error: Command "C:\MinGW\bin\g77.exe -g -Wall -mno-cygwin -g -Wall -mno-cygwin -shared build\temp.win32-2.6\Release\scipy\integrat e\_odepackmodule.o -LC:\atlas3.6.0_WinNT_P4SSE2 -LC:\MinGW\lib -LC:\MinGW\lib\gcc\mingw32\3.4.5 -LC:\Python 26\libs -LC:\Python26\PCbuild -Lbuild\temp.win32-2.6 -lodepack -llinpack_lite -lmach -latlas -lcblas -lf77blas -llap ack -lpython26 -lg2c -o build\lib.win32-2.6\scipy\integrate\_odepack.pyd" failed with exit status 1 Does anyone know what could have gone wrong here?

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  • Where can I find BLAS example code (in Fortran)?

    - by Feynman
    I have been searching for decent documentation on blas, and I have found some 315 pages of dense material that ctrl-f does not work on. It provides all the information regarding what input arguments the routines take, but there are a LOT of input arguments and I could really use some example code. I am unable to locate any. I know there has to be some or no one would be able to use these libraries! Specifically, I use ATLAS installed via macports on a mac osx 10.5.8 and I use gfortran from gcc 4.4 (also installed via macports). I am coding in Fortran 90. I am still quite new to Fortran, but I have a fair amount of experience with mathematica, matlab, perl, and shell scripting. I would like to be able to initialize and multiply a dense complex vector by a dense symmetric (but not hermitian) complex matrix. The elements of the matrix are defined through a mathematical function of the indices--call it f(i,j). Could anyone provide some code or a link to some code?

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  • Optimized 2D Tile Scrolling in OpenGL

    - by silicus
    Hello, I'm developing a 2D sidescrolling game and I need to optimize my tiling code to get a better frame rate. As of right now I'm using a texture atlas and 16x16 tiles for 480x320 screen resolution. The level scrolls in both directions, and is significantly larger than 1 screen (thousands of pixels). I use glTranslate for the actual scrolling. So far I've tried: Drawing only the on-screen tiles using glTriangles, 2 per square tile (too much overhead) Drawing the entire map as a Display List (great on a small level, way to slow on a large one) Partitioning the map into Display Lists half the size of the screen, then culling display lists (still slows down for 2-directional scrolling, overdraw is not efficient) Any advice is appreciated, but in particular I'm wondering: I've seen Vertex Arrays/VBOs suggested for this because they're dynamic. What's the best way to take advantage of this? If I simply keep 1 screen of vertices plus a bit of overdraw, I'd have to recopy the array every few frames to account for the change in relative coordinates (shift everything over and add the new rows/columns). If I use more overdraw this doesn't seem like a big win; it's like the half-screen display list idea. Does glScissor give any gain if used on a bunch of small tiles like this, be it a display list or a vertex array/VBO Would it be better just to build the level out of large textures and then use glScissor? Would losing the memory saving of tiling be an issue for mobile development if I do this (just curious, I'm currently on a PC)? This approach was mentioned here Thanks :)

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  • Sea Monkey Sales & Marketing, and what does that have to do with ERP?

    - by user709270
    Tier One Defined By Lyle Ekdahl, Oracle JD Edwards Group Vice President and General Manager  I recently became aware of the latest Sea Monkey Sales & Marketing tactic. Wait now, what is Sea Monkey Sales & Marketing and what does that have to do with ERP? Well if you grew up in USA during the 50’s, 60’s and maybe a bit in the early 70’s there was a unifying media of culture known as the comic book. I was a big Iron Man fan. I always liked the troubled hero aspect of Tony Start and hey he was a technologist. This is going somewhere, just hold on. Of course comic books like most media contained advertisements. Ninety pound weakling transformed by Charles Atlas in just 15 minutes per day. Baby Ruth, Juicy Fruit Gum and all assortments of Hostess goodies were on display. The best ad was for the “Amazing Live Sea-Monkeys – The real live fun-pets you grow yourself!” These ads set the standard for exaggeration and half-truth; “…they love attention…so eager to please, they can even be trained…” The cartoon picture on the ad is of a family of royal looking sea creatures – daddy, mommy, son and little sis – sea monkey? There was a disclaimer at the bottom in fine print, “Caricatures shown not intended to depict Artemia.” Ok what ten years old knows what the heck artemia is? Well you grow up fast once you’ve been separated from your buck twenty five plus postage just to discover that it is brine shrimp. Really dumb brine shrimp that don’t take commands or do tricks. Unfortunately the technology industry is full of sea monkey sales and marketing. Yes believe it or not in some cases there is subterfuge and obfuscation used to secure contracts. Hey I get it; the picture on the box might not be the actual size. Make up what you want about your product, but here is what I don’t like, could you leave out the obvious falsity when it comes to my product, especially the negative stuff. So here is the latest one – “Oracle’s JD Edwards is NOT tier one”. Really? Definition please! Well a whole host of googleable and reputable sources confirm that a tier one vendor is large, well known, and enjoys national and international recognition. Let me see large, so thousands of customers? Oh and part of the world’s largest business software and hardware corporation? Check and check JD Edwards has that and that. Well known, enjoying national and international recognition? Oracle’s JD Edwards EnterpriseOne is available in 21 languages and is directly localized in 33 countries that support some of the world’s largest multinationals and many midsized domestic market companies. Something on the order of half the JD Edwards customer base is outside North America. My passport is on its third insert after 2 years and not from vacations. So if you don’t mind I am going to mark national and international recognition in the got it column. So what else is there? Well let me offer a few criteria. Longevity – The JD Edwards products benefit from 35+ years of intellectual property development; through booms, busts, mergers and acquisitions, we are still here Vision & innovation – JD Edwards is the first full suite ERP to run on the iPad as just one example Proven track record of execution – Since becoming part of Oracle, JD Edwards has released to the market over 20 deliverables including major release, point releases, new apps modules, tool releases, integrations…. Solid, focused functionality with a flexible, interoperable, extensible underlying architecture – JD Edwards offers solid core ERP with specialty modules for verticals all delivered on a well defined independent tools layer that helps enable you to scale your business without an ERP reimplementation A continuation plan – Oracle’s JD Edwards offers our customers a 6 year roadmap as well as interoperability with Oracle’s next generation of applications Oh I almost forgot that the expert sources agree on one additional thing, tier one may be a preferred vendor that offers product and services to you with appealing value. You should check out the TCO studies of JD Edwards. I think you will see what the thousands of customers that rely on these products to run their businesses enjoy – that is the tier one solution with the lowest TCO. Oh and if you get an offer to buy an ERP for no license charge, remember the picture on the box might not be the actual size. 

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  • Freetype2 failing under WoW64

    - by Necrolis
    I built a tff to D3D texture function using freetype2(2.3.9) to generate grayscale maps from the fonts. it works great under native win32, however, on WoW64 it just explodes (well, FT_Done and FT_Load_Glyph do). from some debugging, it seems to be a problem with HeapFree as called by free from FT_Free. I know it should work, as games like WCIII, which to the best of my knowledge use freetype2, run fine, this is my code, stripped of the D3D code(which causes no problems on its own): FT_Face pFace = NULL; FT_Error nError = 0; FT_Byte* pFont = static_cast<FT_Byte*>(ARCHIVE_LoadFile(pBuffer,&nSize)); if((nError = FT_New_Memory_Face(pLibrary,pFont,nSize,0,&pFace)) == 0) { FT_Set_Char_Size(pFace,nSize << 6,nSize << 6,96,96); for(unsigned char c = 0; c < 95; c++) { if(!FT_Load_Glyph(pFace,FT_Get_Char_Index(pFace,c + 32),FT_LOAD_RENDER)) { FT_Glyph pGlyph; if(!FT_Get_Glyph(pFace->glyph,&pGlyph)) { LOG("GET: %c",c + 32); FT_Glyph_To_Bitmap(&pGlyph,FT_RENDER_MODE_NORMAL,0,1); FT_BitmapGlyph pGlyphMap = reinterpret_cast<FT_BitmapGlyph>(pGlyph); FT_Bitmap* pBitmap = &pGlyphMap->bitmap; const size_t nWidth = pBitmap->width; const size_t nHeight = pBitmap->rows; //add to texture atlas } } } } else { FT_Done_Face(pFace); delete pFont; return FALSE; } FT_Done_Face(pFace); delete pFont; return TRUE; } ARCHIVE_LoadFile returns blocks allocated with new. As a secondary question, I would like to render a font using pixel sizes, I came across FT_Set_Pixel_Sizes, but I'm unsure as to whether this stretches the font to fit the size, or bounds it to a size. what I would like to do is render all the glyphs at say 24px (MS Word size here), then turn it into a signed distance field in a 32px area. Update After much fiddling, I got a test app to work, which leads me to think the problems are arising from threading, as my code is running in a secondary thread. I have compiled freetype into a static lib using the multithread DLL, my app uses the multithreaded libs. gonna see if i can set up a multithreaded test. Also updated to 2.4.4, to see if the problem was a known but fixed bug, didn't help however. Update 2 After some more fiddling, it turns out I wasn't using the correct lib for 2.4.4 -.- after fixing that, the test app works 100%, but the main app still crashes when FT_Done_Face is called, still seems to be a crash in the memory heap management of windows. is it possible that there is a bug in freetype2 that makes it blow up under user threads?

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  • Why is this OpenGL ES code slow on iPhone?

    - by f3r3nc
    I've slightly modified the iPhone SDK's GLSprite example while learning OpenGL ES and it turns out to be quite slow. Even in the simulator (on the hw worst) so I must be doing something wrong since it's only 400 textured triangles. const GLfloat spriteVertices[] = { 0.0f, 0.0f, 100.0f, 0.0f, 0.0f, 100.0f, 100.0f, 100.0f }; const GLshort spriteTexcoords[] = { 0,0, 1,0, 0,1, 1,1 }; - (void)setupView { glViewport(0, 0, backingWidth, backingHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0.0f, backingWidth, backingHeight,0.0f, -10.0f, 10.0f); glMatrixMode(GL_MODELVIEW); glClearColor(0.3f, 0.0f, 0.0f, 1.0f); glVertexPointer(2, GL_FLOAT, 0, spriteVertices); glEnableClientState(GL_VERTEX_ARRAY); glTexCoordPointer(2, GL_SHORT, 0, spriteTexcoords); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // sprite data is preloaded. 512x512 rgba8888 glGenTextures(1, &spriteTexture); glBindTexture(GL_TEXTURE_2D, spriteTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); free(spriteData); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); } - (void)drawView { .. glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); glTranslatef(tx-100, ty-100,10); for (int i=0; i<200; i++) { glTranslatef(1, 1, 0); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } .. } drawView is called every time the screen is touched or the finger on the screen is moved and tx,ty are set to the x,y coordinates where that touch happened. I've also tried using GLBuffer, when translation was pre-generated and there was only one DrawArray but gave the same performance (~4 FPS). ===EDIT=== Meanwhile I've modified this so that much smaller quads are used (sized: 34x20) and much less overlapping is done. There are ~400 quads-800 triangles spread on the whole screen. Texture size is 512x512 atlas and RGBA_8888 while the texture coordinates are in float. The code is very ugly in terms of API efficiency: there are two MatrixMode change along with two loads and two translation then a drawarrays for a triangle strip (quad). Now this produces ~45 FPS.

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