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  • Geometry Shader : points + Triangles

    - by CmasterG
    I have different Shaders and for each Shader a instance of the ShaderClass class, which initializes the Shaders, Renders the Shaders, etc. I use most of the Shaderclasses without Geometry Shader, but in one Shader Class i also use a Geometry Shader. The problem is, that when I render one object with the Shaderclass that uses the Geometry shader, all other object are rendered with the same geometry that I create in the Geometry Shader. Can you help me? Is it possible that I have to use a Geometry Shader for each object, when I use one for one object? I use DirectX 11 with C++.

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  • ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND

    - by Telanor
    I've stared at this for at least half an hour now and I cannot figure out what directx is complaining about. I know this error normally means you put float3 instead of a float4 or something like that, but I've checked over and over and as far as I can tell, everything matches. This is the full error message: D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (COLOR,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] This is the vertex shader's input signature as seen in PIX: // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------ ------ // POSITION 0 xyz 0 NONE float xyz // NORMAL 0 xyz 1 NONE float // COLOR 0 xyzw 2 NONE float The HLSL structure looks like this: struct VertexShaderInput { float3 Position : POSITION0; float3 Normal : NORMAL0; float4 Color: COLOR0; }; The input layout, from PIX, is: The C# structure holding the data looks like this: [StructLayout(LayoutKind.Sequential)] public struct PositionColored { public static int SizeInBytes = Marshal.SizeOf(typeof(PositionColored)); public static InputElement[] InputElements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 0) }; Vector3 position; Vector3 normal; Vector4 color; #region Properties ... #endregion public PositionColored(Vector3 position, Vector3 normal, Vector4 color) { this.position = position; this.normal = normal; this.color = color; } public override string ToString() { StringBuilder sb = new StringBuilder(base.ToString()); sb.Append(" Position="); sb.Append(position); sb.Append(" Color="); sb.Append(Color); return sb.ToString(); } } SizeInBytes comes out to 40, which is correct (4*3 + 4*3 + 4*4 = 40). Can anyone find where the mistake is?

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  • Why isn't one of the constant buffers being loaded inside the shader?

    - by Paul Ske
    I however got the model to load under tessellation; only problem is that one of the constant buffers aren't actually updating the shader's tessellation factor inside the hullshader. I created a messagebox at the rendering point so I know for sure the tessellation factor is assigned to the dynamic constant buffer. Inside the shader code where it says .Edges[1] = tessellationAmount; the tessellationAmount is suppose to be sent from the dynamic buffer to the shader. Otherwise it's just a plain box. In better explanation; there's a matrixBuffer, cameraBuffer, TessellationBuffer for constant. There's a multiBuffer array that assigns the matrix, camera, tesselation. So, when I set the Hull Shader, PixelShader, VertexShader, DomainShader it gets assigned by the multibuffer. E.G. devcon-HSSetConstantBuffers(0,3,multibuffer); The only way around the whole ideal would be to go in the shader and change how much the edges tessellate and inside the edges as well with the same number. My question is why wouldn't the tessellationBuffer not work in the shader?

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  • How to make other semantics behave like SV_Position?

    - by object
    I'm having a lot of trouble with shadow mapping, and I believe I've found the problem. When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of the values based on the semantic? I've compiled a barebones pair of shaders which should illustrate the problem. Vertex shader : struct Vertex { float3 position : POSITION; }; struct Pixel { float4 position : SV_Position; float4 light_position : POSITION; }; cbuffer Matrices { matrix projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), projection); output.light_position = output.position; // We simply pass the same vector in screenspace through different semantics. return output; } And a simple pixel shader to go along with it: struct Pixel { float4 position : SV_Position; float4 light_position : POSITION; }; float4 RenderPixelShader(Pixel input) : SV_Target { // At this point, (input.position.z / input.position.w) is a normal depth value. // However, (input.light_position.z / input.light_position.w) is 0.999f or similar. // If the primitive is touching the near plane, it very quickly goes to 0. return (0.0f).rrrr; } How is it possible to make the hardware treat light_position in the same way which position is being treated between the vertex and pixel shaders? EDIT: Aha! (input.position.z) without dividing by W is the same as (input.light_position.z / input.light_position.w). Not sure why this is.

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  • how does HDR work?

    - by dotminic
    I'm trying to understand what HDR is and how it works. I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl. However it's still pretty foggy. Say I'm rendering a sphere with a texture of the earth and a small point list of vertices to act as stars, how would I render this in HDR ? Here are a few things I'm confused about: I'm guessing, I can't use just any basic image format for the texture as the values would be limited to [0, 255] and clamped to [0, 1] in a shader. Same goes for the back buffer, I take it the format needs to be a float point format ? What are the other steps involved ? Surely there has to be more than just using floating point formats to render to a render target and then apply some bloom as a post process ? (considering the output will be 8bpp anyway) Basically, what are the steps for HDR ? How does it work ? I can't seem to find any good papers / articles that describe the process, other than this one, but it seems to skim over the basics a little, so it's confusing.

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  • CreateDXGIFactory Doesn't Let Program Exit

    - by smoth190
    I'm using CreateDXGIFactory to get the graphics adapters and display modes. When I call it, it works fine and I get all the data. However, when I exit my program, the main Win32 thread exits, but something stays open because it keeps debugging. Does CreateDXGIFactory create an extra thread and I'm not closing it? I don't understand. The only thing I would suspect is that in the documentation it says it doesn't work if it's called from DllMain. It is in a DLL, but it's not called from DllMain. And it doesn't fail, either. I'm using DirectX 11.

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  • What is the minimum of shader I need to use to run basic calculation on GPU?

    - by Jinxi
    I read, that the Hull Shader, Domain Shader, Geometry Shader and Pixel Shader can be used optional. So, is the Vertex Shader optional too? If no: What does a basic Vertex Shader look like? Just like a simple pass through? Is the Vertex Shader necessary to tell what kind of datastructure (Van Stripes or Meshes) are used? What can I do, with just the vertex shader? Are the fixed functions working without any help of programming a programmable stage?

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  • Pixel Shader Issues :

    - by Morphex
    I have issues with a pixel shader, my issue is mostly that I get nothing draw on the screen. float4x4 MVP; // TODO: add effect parameters here. struct VertexShaderInput { float4 Position : POSITION; float4 normal : NORMAL; float2 TEXCOORD : TEXCOORD; }; struct VertexShaderOutput { float4 Position : POSITION; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { input.Position.w = 0; VertexShaderOutput output; output.Position = mul(input.Position, MVP); // TODO: add your vertex shader code here. return output; } float4 PixelShaderFunction(VertexShaderOutput input) : SV_TARGET { return float4(1, 0, 0, 1); } technique { pass { Profile = 11.0; VertexShader = VertexShaderFunction; PixelShader = PixelShaderFunction; } } My matrix is calculated like this : Matrix MVP = Matrix.Multiply(Matrix.Multiply(Matrix.Identity, Matrix.LookAtLH(new Vector3(-10, 10, -10), new Vector3(0), new Vector3(0, 1, -0))), Camera.Projection); VoxelEffect.Parameters["MVP"].SetValue(MVP); Visual Studio Graphics Debug shows me that my vertex shader is actually working, but not the PixelShader. I striped the Shader to the bare minimums so that I was sure the shader was correct. But why is my screen still black?

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  • Efficiency of iterators and alternatives? [migrated]

    - by user48037
    I have the following code for my game tiles: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { for (it = gameTiles[x][y].tiles.begin() ; it != gameTiles[x][y].tiles.end(); ++it) {}}} tiles is: struct Game_Tile { // More specific object types will be added here eventually vector<GameObject_Tile*> tiles; }; My problem is that if I change the vector to just be a single GameObject_Tile* instead and remove the iterator line in the loop I go from about 200fps to 450fps. Some context: The vector/pointer only contains one object in both scenarios. I will eventually need to store multiple, but for testing I just set it to a single pointer. The loop goes through 2,300 objects each frame and draws them. I would like to point out that if I remove the Draw (not seen int he example) method, I gain about 30 frames in both scenarios, the issue is the iteration. So I am wondering why having this as a vector being looped through by an iterator (to get at a single object) is costing me over 200 frames when compared to it being a single pointer? The 200+ frames faster code is: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { //gameTiles[x][y].tiles is used as a pointer here instead of using *it }} tiles is: struct Game_Tile { // More specific object types will be added here eventually GameObject_Tile* tiles; };

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  • How many views can be bound to a 2D texture at a time?

    - by Recker
    I am a newbie trying to learn on DX11.x. While reading about resources and views in MSDN, I thought this question For a given 2D Texture created with ID3D11Texture2Dinterface (or for that matter any kind of resource), how many of following views can be bound to it? 1) DepthStencilView 2) RenderTargetView 3) ShaderResourceView 4) UnorderedAccessView Thanks in advance. PS: I know the answer would be app specific, but still any insight into this would be helpful.

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  • How do I correctly multiply an XMMATRIX by a scalar?

    - by user43129
    Using DirectXMath and its XMMATRIX structure in C++ and Direct X 11, how does one multiply that matrix structure by a single float scalar? I want to implement the operation B = A * f; where A and B are XMMATRIX and f is a float. I found all sorts of functions to multiply a matrix by another matrix or a vector. I found all sorts of functions to construct matrices. I could find no scalar multiplication! Why is there no such function? Is there no use case? Did I miss something? How do I implement scalar multiplication?

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  • CodePlex Daily Summary for Friday, February 26, 2010

    CodePlex Daily Summary for Friday, February 26, 2010New Projectsaion-gamecp: Aion Gamecp for aion Private server based on Aion UniqueAzure Email Queuer: Azure Email Queuer makes it easier for Developers Programming in the Cloud to Queue Emails to keep the UI Thread Clear for Requests. Developed w...BIG1: Bob and Ian's Game. Written using XNA Game Studio Express. Basically an update of David Braben and Ian Bell's classic game "Elite." This is a nonco...CMS7: CMS7 The CMS7 is composed of three module. (1)Main CMS Business (2)Process Customization (3)Role/Department CustomizationCoreSharp Networking Core: A simple to use framework to develop efficient client/server application. The framework is part of my project at school and I hope it will benefit ...Fullscreen Countdown: Small and basic countdown application. The countdown window can be resized to fit any size to display the minutes elapsed. Developped in C#, .NET F...IRC4N00bz: Learning sockets, events, delegates, SQL, and IRC commands all in one big project! It's written in C# (Csharp) and hope you find it helpfull, or ev...LjSystem: This project is a collection of my extensions to the BCLMP3 Tags Management: A software to manage the tags of MP3 filesnetone: All net in oneNext Dart (Dublin Area Rapid Transport): The shows the times of the next darts from a given station. It is a windows application that updates automatically and so is easier to use than th...PChat - An OCDotNet.Org Presentation: PChat is a multithreaded pinnable chat server and client. It is designed to be a demonstration of Visual Studio 2010 MVC 2, for ocdotnet.org Use...Pittsburgh Code Camp iPhone App: The Pittsburgh Code Camp iPhone Application is meant as a demonstration of the creation of an iPhone application while at the same time providing t...Radical: Radical is an infrastructure frameworkRadioAutomation: Windows application for radio automation.SilverSynth - Digital Audio Synthesis for Silverlight: SilverSynth is a digial audio synthesis library for Silverlight developers to create synthesized wave forms from code. It supports synthesis of sin...SkeinLibManaged: This implementation of the Skein Cryptographic Hash function is written entirely in Managed CSharp. It is posted here to share with the world at l...SpecExplorerEval: We are checking out spec explorer and presenting on its useSPOJemu: This is a SPOJ emulator. It allows you to define tests in xml and then check your application if it's working as you expected.The C# Skype Chat bot: A Skype bot in C# for managing Skype chats.VS 2010 Architecture Layers Patterns: Architecture layers patterns toolbox items for layers diagrams.Yakiimo3D: Mostly DirectX 11 programming tutorials.代码生成器: Project DetailsNew ReleasesArkSwitch: ArkSwitch v1.1.1: This release fixes a crash that occurs when certain processes with multiple primary windows are encountered.BTP Tools: CSB, CUV and HCSB e-Sword files 2010-02-26: include csb.bbl csb+.bbl csb.cmt csbc.dct cuv.bbl cuv+.bbl cuv.cmt cuvc.dct hcsb+.bbl hcsbc.dct files for e-Sword 8.0BubbleBurst: BubbleBurst v1.1: This is the second release of BubbleBurst, the subject of the book Advanced MVVM. This release contains a minor fix that was added after the book ...DevTreks -social budgeting that improves lives and livelihoods: Social Budgeting Web Software, alpha 3b: Alpha 3b simplifies and strengthens state management. With the exception of linked lists, the internal mechanics of addins have not been improved...Dragonrealms PvpStance plugin for Genie: 1.0.0.4: This updated is needed now that the DR server move broke the "profile soandso pvp" syntax. This version will capture the pvp stance out of the full...FastCode: FastCode 1.0: Definitions <integerType> : byte, sbyte, short, ushort, int, uint, long, ulond <floatType> : float, double, decimal Base types extensions Intege...Fullscreen Countdown: Fullscreen Countdown 1.0: First versionIRC4N00bz: IRC4N00bz_02252010.zip: I'm calling it a night. Here's the dll for where I'm at so far. It works, just lakcs some abilities. Anything not included can be pulled from th...Labrado: Labrado MiniTimer: Labrado MiniTimer is a convenient timer tool designed and implemented for GMAT test preparation.LINQ to VFP: LinqToVfp (v1.0.17.1): Cleaned up WCF Data Service Expression Tree. (details...) This build requires IQToolkit v0.17b.Microsoft Health Common User Interface: Release 8.0.200.000: This is version 8.0 of the Microsoft® Health Common User Interface Control Toolkit. The scope and requirements of this release are based on materia...Mini SQL Query: Mini SQL Query Funky Dev Build (RC1+): The "Funk Dev Build" bit is that I added a couple of features I think are pretty cool. It is a "dev" build but I class it as stable. Find Object...Neovolve: Neovolve.BlogEngine.Extensions 1.2: Updated extensions to work with BE 1.6. Updated Snippets extension to better handle excluded tags and fixed regex bug. Added SyntaxHighlighter exte...Neovolve: Neovolve.BlogEngine.Web 1.1: Update to support BE version 1.6 Neovolve.BlogEngine.Web 1.1 contains a redirector module that translates Community Server url formats into BlogEn...Next Dart (Dublin Area Rapid Transport): 1.0: There are 2 files NextDart 1.0.zip This contains just the files. Extract it to a folder and run NextDart.exe. NextDart 1.0 Intaller.zip This c...Powershell4SQL: Version 1.2: Changes from version 1.1 Added additional attributes to simplify syntax. Server and Database become optional. Defaulted to (local) and 'master' ...Radical: Radical (Desktop) 1.0: First stable dropRaidTracker: Raid Tracker: a few tweaksRaiser's Edge API Developer Toolkit: Alpha Release 1: This is an untested, alpha release. Contains RE API Toolkit built using 7.85 Dlls and 7.91 Dlls.SharePoint Enhanced Calendar by ArtfulBits: ArtfulBits.EnhancedCalendar v1.3: New Features: Simple to activate mechanism added (add Enhanced Calendar Web Part on the same page as standard calendar) Support for any type of S...Silverlight 4.0 Com Library for SQL Server Access: Version 1.0: This is the intial alpha release. It includes ExecuteQuery, ExecuteNonQuery and ExecuteScalar routines. See roadmap section of home page for detai...Silverlight HTML 5 Canvas: SLCanvas 1.1: This release enables <canvas renderMethod="auto" onload="runme(this)"></canvas> or <canvas renderMethod="Silverlight" onload="runme(this)"></ca...SilverSynth - Digital Audio Synthesis for Silverlight: SilverSynth 1.0: Source code including demo application.StringDefs: StringDefs Alpha Release 1.01: In this release of the Library few namespaces are added.STSDev 2008: STSDev 2008 2.1: Update to the StsDev 2008 project to correct Manifest Building issues.Text to HTML: 0.4.0.2: Cambios de la versión:Correcciones menores en el sistema de traducción. Controlada la excepción aparecida al suprimir los archivos de idioma. A...The Silverlight Hyper Video Player [http://slhvp.com]: Release 4 - Friendly User Release (Pre-Beta): Release 4 - Friendly User Release (Pre-Beta) This version of the code has much of the design that we plan to go forward with for Mix and utilizes a...TreeSizeNet: TreeSizeNet 0.10.2: - Assemblies merged in one executableVCC: Latest build, v2.1.30225.0: Automatic drop of latest buildVCC: Latest build, v2.1.30225.1: Automatic drop of latest buildVS 2010 Architecture Layers Patterns: VS 2010 RC Architecture Layers Patterns v1.0: Architecture layers patterns toolbox items based on the Microsoft Application Architecture Guide, 2nd Edition for the layer diagram designer of Vi...Yakiimo3D: DirectX11 BitonicSortCPU Source and Binary: DirectX11 BitonicSortCPU sample source and binary.Yakiimo3D: DirectX11 MandelbrotGPU Source and Binary: DirectX11 MandelbrotGPU source and binary.Most Popular ProjectsVSLabOSIS Interop TestsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesMost Active ProjectsDinnerNow.netRawrBlogEngine.NETSLARToolkit - Silverlight Augmented Reality ToolkitInfoServiceSharpMap - Geospatial Application Framework for the CLRCommon Context AdaptersNB_Store - Free DotNetNuke Ecommerce Catalog ModulejQuery Library for SharePoint Web Servicespatterns & practices – Enterprise Library

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  • DirectX 11 Constant Buffers vs Effect Framework

    - by Alex
    I'm having some trouble understanding the differences between using constant buffers or using the effect framework of DirectX11 for updating shader constants. From what I understand they both do exactly the same thing, although from reading the documentation it appears as if using effects is meant to be 'easier'. However they seem the same to me, one uses VSSetConstantBuffers and the other GetConstantBufferByName. Is there something I'm missing here?

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  • How do I Fallback to Older DirectX Versions?

    - by smoth190
    I had a feeling that it would be easier to tackle this problem before I got too deep into development (unless, of course if that's a bad idea/the hard way, please inform me...). I'm creating my game to be run ideally on DirectX 11, however, I want to offer it on DirectX 10, and I'm unsure if it is worth offering it for DirectX 9 for XP users. I'm not too sure how this fallback even works, as I can't find many articles on the internet. If someone could give me an in-depth article, that would be great. I've read a little about how since DirectX11 is completely absent on XP, it is hard to even check for support. Someone mentioned having multiple applications for each version, is this a good idea? Thanks to anyone who can point me in the right direction here.

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  • CodePlex Daily Summary for Monday, March 15, 2010

    CodePlex Daily Summary for Monday, March 15, 2010New ProjectsAT Accounts: AT Accounts helps developers to intergrate accounting functionality in their applications. It has both the WPF userinterface and SilverlightChild page list(for dnn4/5): A free module which can display sub pages list for a selected tab. It is template based and support options like Recursive/Child tab prefix/link...dashCommerce: dashCommerce is the leading ASP.NET e-commerce platform.Fire Utilities: My Development Utiltites and base classes: New Zealand Bank Account ValidatorFlyCatch (Bugtracking System): A simple webbased Bugtracking System.fracback: Fractal feedback concepts, based on video feedbackftc3650: code for ftc 3650Google AJAX Search Services for jQuery: This plug-in encapsulates part of the Google AJAX Search API to streamline the process of Google Search integration.Little Black Book DB: This is the Database for the following Projects: SQL Azure PHP Connection SQL Azure Ruby Connection SQL Azure Python Connection SQL Azure .NE...MediaCommMVC: MediaCommMVC is a community platform focusing on photos, videos and discussions. It's based on ASP.NET MVC and uses (fluent) nhibernate, jquery an...Miracle OS: The Miracle OS is an OS from Fox. We work on it, but it isn't ready. Do you want help us? Please send a mail to victor@fox.fi.stMultiwfn: (1)Plotting various graph(filled color/contour/relief map...) (2)Generate Cube file (3)Manipulate & analyze wavefunction Supportting lots of proper...MySpace DataRelay: Data Relay is the foundation of MySpace's middle tier. At its heart, it is a messaging system for relaying information both between clients and ser...NinjaCMS: Ninja CMS is an asp.net based content management system which provides a designer friendly, developer friendly interface to work with. It's flexibl...open gaze and mouse analyzer: Ogama allows recording and analyzing eye- and mouse-tracking data from slideshow eyetracking experiments in parallel. It´s developed in C#.NET and ...Özkasoft.Net | E-Commerce: Özkasoft's E-Commerce ProjectProfiCV: Profi CVpyTarget: Implement a powerful iscsi target in python, and easily use under most popular systems. It also includes the following features: multi-target, mult...SharePoint Platform Extensions: SharePoint Platform Extensions by Espora. Sorting Algorithm Visualization: Sorting Algorithm Visualization Displays Bead Sort, Binary Tree Sort, Bubble Sort, Bucket Sort, Cocktail Sort, Counting Sort, Gnome Sort, In Place ...Specify: A framework for creating executable specifications in .NET. Spell Corrector: A spell corrector that uses Bayes algorithm and BK (Burkhard-Keller) tree.SQL Azure Ruby Connection: This is a demo to show how to connect to SQL Azure with Ruby on Rails.uManage - AD Self-Service Portal: uManage is an Active Directory Self-Service Portal as well as Help Desk web application designed for use on intranet systems. It allows users to u...Winforms Rounded Group Box Control: Rounded Group Box - A Grouping control with Rounded Corners, Gradients, and Drop ShadowWizard Engine: Host application agnostic wizard engine platform, that allows you to fluently define complex conditional flows and provides means for execution of ...WS-Transfer based File Upload: WS-Transer based upload of large files in multiple partsXAMLStylePad: XAMLStylePad - is a simple in use styles and templates XAML-editor. It designed for comfortable coding in XAML with real-time preview result on aut...Your Twitt Engine: Ovo je aplikacija za sve ljude koji su na svom radnom mjestu pod prismotrom poslodavca ili sefa, koji kontroliraju njihov monitor. Tako uz ovu apl...New ReleasesAmiBroker Plug-ins with C#. A non official AmiBroker Plug-in SDK: AniBroker Plug-in SDK v0.0.5: Removed dependency on .NET 4.0, now it works fine with .NET 2.0BeerMath.net: 0.1: Version 0.1Initial set of calculations supported: IBUs Color ABV/ABWChild page list(for dnn4/5): Child Page List 2.6: Source code is also include in module package.dashCommerce: dashCommerce Releases: You can download both Source and WebReady packages at http://www.dashcommerce.org. If you wish to submit patches, then use the Source Code tab her...ExcelDna: ExcelDna Version 0.23: ExcelDna Version 0.23 2010/03/14 - Packing and other features This release adds a number of features to ExcelDna: Add ExplicitExports attribute to ...Family Tree Analyzer: Version 1.0.7.1: Version 1.0.7.0 Update Census form to show family totals Fix England and Wales Lost Cousins reports to be England OR Wales Problems with Gedcom in...Foursquare BlogEngine Widget: foursquare widget for BlogEngine.NET Version 0.2: To see the changes which have been made, visit http://philippkueng.ch/post/Foursquare-BlogEngineNET-Widget-Version-02.aspx For installation instruc...GLB Virtual Player Builder: 0.4.0 Official Archetypes Release: Updated for new archetypes. The builder still includes the old player formats, and you can still import your old players' builds. Please PM me an...Home Access Plus+: v3.1.4.0: Version 3.1.3.1 Release Change Log: Added Breadcrumbs to My Computer File Changes: ~/bin/CHS Extranet.dll ~/bin/CHS Extranet.pdb ~/images/arro...Little Black Book DB: Little Black Book R1: This is the first release of the Little black book presentation I presented at Confoo. I decided to package the Database along with the Windows Az...mite.net - .NET API for mite: Version 1.2.1: Added Support for budget type Modified TimerMapper to return timers Fixed Encoding issue in xml conversionMultiwfn: multiwfn1.0: multiwfn1.0Multiwfn: multiwfn1.0_source: multiwfn1.0_sourceMultiwfn: multiwfn1.1: multiwfn1.1Multiwfn: multiwfn1.1_source: multiwfn1.1_sourceMultiwfn: multiwfn1.2: 1.2 2010-FEB-9 *加入了对10f型轨道的支持。 *新支持非限制性Post-HF波函数用以计算自旋密度。 *新增加直接读入高斯03/09的fch文件的支持,可以观看NBO轨道,详见readme实例4.10。 *绘制平面图时允许通过输入三个点坐标定义平面,允许自定义平面的原点与平移向...Multiwfn: multiwfn1.2_source: Include all the file that needed by compilation in CVF6.5PowerShell Community Extensions: 2.0 Beta 2: Release NotesThis is a pretty close to final release. We have eliminated all of the names that ran afound of the module loading mechanism which me...pyTarget: pyTarget.binary-for-windows-x86.rar: pyTarget.binary-for-windows-x86.rarpyTarget: pyTarget.src.tar.bz2: pyTarget.src.tar.bz2RedBulb for XNA Framework: RedBulbConsole (Console, Menu and TrackHUD Sample): http://bayimg.com/image/jalhmaacd.jpgScrum Sprint Monitor: 1.0.0.45262 (.NET 4.0 RC): Tested against TFS 2010 RC. For the .NET 3.5 SP1 platform, use the .NET 3.5 SP1 download. What is new in this release? Major performance increase ...sELedit: sELedit v1.1: Removed: Clone and Delete Button Added: Context Menu to Item List Added: Clone and Delete button to Context Menu Added: Export / Import Item ...Sorting Algorithm Visualization: Beta 1: Sorting Algorithm VisualizationSpecify: Version 1.0: Version 1.0Spell Corrector: Spell Corrector 0.1: A basic version that supports basic functionality.Spell Corrector: Spell Corrector 0.1 Source Code: Source code of version 0.1Spiral Architecture Driven Development (SADD): SADD v.0.9: Pre-final release with the NEW materials now all in English ! The Final release is coming soon. After guest column for SADD publication in MS Ar...Spiral Architecture Driven Development (SADD) for Russian: SADD v.0.9: Pre-final release with the NEW materials now all in English ! The Final release is coming soon. After guest column for SADD publication in MS Ar...SQL Azure Ruby Connection: Little Black Book Ruby R1: This is the Ruby Demo that I demostrated at Confoo. Special Thanks to Tony Thompson for putting this demo together. To check out Tony's Portfolio ...The Scrum Factory: The Scrum Factory Server - V1a: This is the newest version of the server. Some minor bugs from version v1 were fixed, and some slighted changed were made some database views.twNowplaying: twNowplaying 1.0.0.4: Please note that the user has to press the Twitter logo to log in the first time the application is started.uManage - AD Self-Service Portal: uManage - v1.0 (.NET 4.0 RC): Initial Release of uManage. NOTE: Designed for ASP.NET and .NET 4.0 RC ONLY! This is the initial release of uManage and covers the first phase of ...Virtu: Virtu 0.8: Source Requirements.NET Framework 3.5 with Service Pack 1 Visual Studio 2008 with Service Pack 1, or Visual C# 2008 Express Edition with Service Pa...Visual Studio DSite: Speech Synthesizer (Text to Speech) in Visual C++: A very simple text to speech program written in visual c 2008.White Tiger: 0.0.4.0: *now you can disable the file security checks *winforms aplications created to manage tablesWinforms Rounded Group Box Control: Release 1.0: To use this control simply add the class to your project and compile it. It will then show up in the projects components section in the toolbox. ...WS-Transfer based File Upload: 0.5: Implements the binary file transfer mechanism onlyXsltDb - DotNetNuke XSLT module: 01.00.89: Super modules configuration names. 16767 - Fixed more bug fixes...Yakiimo3D: DirectX11 Rheinhard Tonemapping Source and Binary: DirectX11 Rheinhard tonemapping source and binary.Your Twitt Engine: test: Slobodno probajte sa vasim twitter korisničkim računomMost Popular ProjectsMetaSharpWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitASP.NET Ajax LibraryWindows Presentation Foundation (WPF)ASP.NETLiveUpload to FacebookMost Active ProjectsLINQ to TwitterRawrN2 CMSBlogEngine.NETpatterns & practices – Enterprise LibrarySharePoint Team-MailerjQuery Library for SharePoint Web ServicesCaliburn: An Application Framework for WPF and SilverlightFarseer Physics EngineCalcium: A modular application toolset leveraging Prism

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  • DirectCompute

    In my previous blog post I introduced the concept of GPGPU ending with:On Windows, there is already a cross-GPU-vendor way of programming GPUs and that is the Direct X API. Specifically, on Windows Vista and Windows 7, the DirectX 11 API offers a dedicated subset of the API for GPGPU programming: DirectCompute. You use this API on the CPU side, to set up and execute the kernels on the GPU. The kernels are written in a language called HLSL (High Level Shader Language). You can use DirectCompute with HLSL to write a "compute shader", which is the term DirectX uses for what I've been referring to in this post as "kernel".In this post I want to share some links to get you started with DirectCompute and HLSL.1. Watch the recording of the PDC 09 session: DirectX11 DirectCompute.2. If session recordings is your thing there are two more on DirectCompute from nvidia's GTC09 conference 1015 (pdf, mp4) and 1411 (mp4 plus the presenter's written version of the session).3. Over at gamedev there is an old Compute Shader tutorial. At the same site, there is a 3-part blog post on Compute Shader: Introduction, Resources and Addressing.4. From PDC, you can also download the DirectCompute Hands On Lab.5. When you are ready to get your hands even dirtier, download the latest Windows DirectX SDK (at the time of writing the latest is dated Feb 2010).6. Within the SDK you'll find a Compute Shader Overview and samples such as: Basic, Sort, OIT, NBodyGravity, HDR Tone Mapping.7. Talking of DX11/DirectCompute samples, there are also a couple of good ones on this URL.8. The documentation of the various APIs is available online. Here are just some good (but far from complete) taster entry points into that: numthreads, SV_DispatchThreadID, SV_GroupThreadID, SV_GroupID, SV_GroupIndex, D3D11CreateDevice, D3DX11CompileFromFile, CreateComputeShader, Dispatch, D3D11_BIND_FLAG, GSSetShader. Comments about this post welcome at the original blog.

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  • Some Portions of Computer Running Slow (Specifically Graphics)

    - by Mike Gates
    I noticed that a few things are running slow today on my Windows 7 laptop. Specifically, they are: Opening and closing windows takes several seconds for the animation to complete. Windows media player opens fine, but the movies are very laggy MMORPG's, such as RuneScape, are extremely laggy When waking my computer from sleep mode, after entering my password, my desktop takes about 3 seconds to fade in Other than those, everything runs at a normal speed. Things I've done that maybe contributed to this problem: Changed the graphics processor (by plugging in/unplugging the charger) [however, no matter how I change the graphics, I'm still getting this lagginess] Installed AdBlock, a Firefox addon [I recently removed it, and I'm still experiencing this problem] Went into Advanced System Settings, Clicked Settings, and unchecked a few visual things (such as the animation for opening and closing windows) [sure, this got rid of the opening/closing windows lag, but I like that little animation - plus that leaves all the other lag problems I'm experiencing] So, does anyone have any ideas/fixes? If so, please respond. Thank you. Some Other Information: I'm on a HP Pavillion dv7 laptop, 4285 Entertainment PC, with: intel CORE i5 inside, ATI Mobility Radeon Premium Graphics, Microsoft DirectX11 Opening and closing of windows: Defined as opening a program (i.e. Firefox) or closing it by hitting the X in the upper-right hand corner. Lately, the animation for opening and closing windows (which is simply either growing from the icon from the taskbar to fill the screen, or shrinking from the screen down towards the icon on the toolbar.) This problem also occurs for minimizing/maximizing windows. Very laggy movies: defined as .avi movie files saved to My Documents which skips several frames per second and seemingly slows down the movie as a whole Extremely laggy games: I tried RuneScape today, and movement in the game was at least 10x slower than it ever has been, even when playing on the lowest detail/graphics Desktop taking 3 seconds to fade in after sleep: in this scenario, I had no other programs running visibly. The computer generally fades to black from the password screen to the desktop in about 1 second, normally. However, it is now taking 3 or more seconds.

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  • What DX level does my graphics card support? Does it go to 11?

    - by Daniel Moth
    Recently I run into a situation that I have run into quite a few times. Someone encounters a machine and the question arises: "Is there a DirectX 11 card in this machine?". Typically the reason you are interested in that is because cards with DirectX 11 drivers fully support DirectCompute (and by extension C++ AMP) for GPGPU programming. The driver specifically is WDDM (1.1 on Windows 7 and Windows 8 introduces WDDM 1.2 with cool new capabilities). There are many ways for figuring out if you have a DirectX11 card, so here are the approaches that you can use, with a bonus right at the end of the post. Run DxDiag WindowsKey + R, type DxDiag and hit Enter. That is the DirectX diagnostic tool, which unfortunately, only tells you on the "System" tab what is the highest version of DirectX installed on your machine. So if it reports DirectX 11, that doesn't mean you have a DX11 driver! The "Display" tab has a promising "DDI version" label, but unfortunately that doesn't seem to be accurate on the machines I've tested it with (or I may be misinterpreting its use). Either way, this tool is not the one you want for this purpose, although it is good for telling you the WDDM version among other things. Use the Microsoft hardware page There is a Microsoft Windows 7 compatibility center, that lists all hardware (tip: use the advanced search) and you could try and locate your device there… good luck. Use Wikipedia or the hardware vendor's website Use the Wikipedia page for the vendor cards, for both nvidia and amd. Often this information will also be in the specifications for the cards on the IHV site, but is is nice that wikipedia has a single page per vendor that you can search etc. There is a column in the tables for API support where you can see the DirectX version. Check if it is one of these recommended DX11 cards You may not have a DirectX 11 card and are interested in purchasing one. While I am in no position to make recommendations, I will list here some cards from two big IHVs that we know are DirectX 11 capable. Some AMD (aka ATI) cards Low end, inexpensive DX11 hardware: Radeon 5450, 5550, 6450, 6570 Mid range (decent perf, single precision): Radeon 5750, 5770, 6770, 6790 High end (capable of double precision): Radeon 5850, 5870, 6950, 6970 Single precision APUs: AMD E-Series APUs AMD A-Series APUs Some NVIDIA cards Low end, inexpensive DX11 hardware: GeForce GT430, GT 440, GT520, GTS 450 Quadro 400, 600 Mid-range (decent perf, single precision): GeForce GTX 460, GTX 550 Ti, GTX 560, GTX 560 Ti Quadro 2000 High end (capable of double precision): GeForce GTX 480, GTX 570, GTX 580, GTX 590, GTX 595 Quadro 4000, 5000, 6000 Tesla C2050, C2070, C2075 Get the DirectX SDK and run DirectX Caps Viewer Download and install the June 2010 DirectX SDK. As part of that you now have the DirectX Capabilities Viewer utility (find it in your start menu by searching for "DirectX Caps Viewer", the filename is DXCapsViewer.exe). It will list all your devices (emulated, and real hardware ones) under the first node. Expand the hardware entries and then expand again the Direct3D 11 folder. If you see D3D_FEATURE_LEVEL_11_ under that, then your card supports feature level 11 which means it supports DirectCompute and C++ AMP. In the following screenshot of one of my old laptops, the card only goes to feature level 10. Run a utility from the web that just tells you! Of course, writing some C++ AMP code that enumerates accelerators and lists the ones that are capable is trivial. However that requires that you have redistributed the runtime, so a more broadly applicable approach is to use the DX APIs directly to enumerate the DX11 capable cards. That is exactly what the development lead for C++ AMP has done and he describes and shares that utility at this post. Comments about this post by Daniel Moth welcome at the original blog.

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  • What DX level does my graphics card support? Does it go to 11?

    - by Daniel Moth
    Recently I run into a situation that I have run into quite a few times. Someone encounters a machine and the question arises: "Is there a DirectX 11 card in this machine?". Typically the reason you are interested in that is because cards with DirectX 11 drivers fully support DirectCompute (and by extension C++ AMP) for GPGPU programming. The driver specifically is WDDM (1.1 on Windows 7 and Windows 8 introduces WDDM 1.2 with cool new capabilities). There are many ways for figuring out if you have a DirectX11 card, so here are the approaches that you can use, with a bonus right at the end of the post. Run DxDiag WindowsKey + R, type DxDiag and hit Enter. That is the DirectX diagnostic tool, which unfortunately, only tells you on the "System" tab what is the highest version of DirectX installed on your machine. So if it reports DirectX 11, that doesn't mean you have a DX11 driver! The "Display" tab has a promising "DDI version" label, but unfortunately that doesn't seem to be accurate on the machines I've tested it with (or I may be misinterpreting its use). Either way, this tool is not the one you want for this purpose, although it is good for telling you the WDDM version among other things. Use the Microsoft hardware page There is a Microsoft Windows 7 compatibility center, that lists all hardware (tip: use the advanced search) and you could try and locate your device there… good luck. Use Wikipedia or the hardware vendor's website Use the Wikipedia page for the vendor cards, for both nvidia and amd. Often this information will also be in the specifications for the cards on the IHV site, but is is nice that wikipedia has a single page per vendor that you can search etc. There is a column in the tables for API support where you can see the DirectX version. Check if it is one of these recommended DX11 cards You may not have a DirectX 11 card and are interested in purchasing one. While I am in no position to make recommendations, I will list here some cards from two big IHVs that we know are DirectX 11 capable. Some AMD (aka ATI) cards Low end, inexpensive DX11 hardware: Radeon 5450, 5550, 6450, 6570 Mid range (decent perf, single precision): Radeon 5750, 5770, 6770, 6790 High end (capable of double precision): Radeon 5850, 5870, 6950, 6970 Single precision APUs: AMD E-Series APUs AMD A-Series APUs Some NVIDIA cards Low end, inexpensive DX11 hardware: GeForce GT430, GT 440, GT520, GTS 450 Quadro 400, 600 Mid-range (decent perf, single precision): GeForce GTX 460, GTX 550 Ti, GTX 560, GTX 560 Ti Quadro 2000 High end (capable of double precision): GeForce GTX 480, GTX 570, GTX 580, GTX 590, GTX 595 Quadro 4000, 5000, 6000 Tesla C2050, C2070, C2075 Get the DirectX SDK and run DirectX Caps Viewer Download and install the June 2010 DirectX SDK. As part of that you now have the DirectX Capabilities Viewer utility (find it in your start menu by searching for "DirectX Caps Viewer", the filename is DXCapsViewer.exe). It will list all your devices (emulated, and real hardware ones) under the first node. Expand the hardware entries and then expand again the Direct3D 11 folder. If you see D3D_FEATURE_LEVEL_11_ under that, then your card supports feature level 11 which means it supports DirectCompute and C++ AMP. In the following screenshot of one of my old laptops, the card only goes to feature level 10. Run a utility from the web that just tells you! Of course, writing some C++ AMP code that enumerates accelerators and lists the ones that are capable is trivial. However that requires that you have redistributed the runtime, so a more broadly applicable approach is to use the DX APIs directly to enumerate the DX11 capable cards. That is exactly what the development lead for C++ AMP has done and he describes and shares that utility at this post. Comments about this post by Daniel Moth welcome at the original blog.

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  • CodePlex Daily Summary for Tuesday, August 05, 2014

    CodePlex Daily Summary for Tuesday, August 05, 2014Popular ReleasesGMare: GMare Beta 1.3: Fixed: Sprites not being read inLib.Web.Mvc & Yet another developer blog: Lib.Web.Mvc 6.4.2: Lib.Web.Mvc is a library which contains some helper classes for ASP.NET MVC such as strongly typed jqGrid helper, XSL transformation HtmlHelper/ActionResult, FileResult with range request support, custom attributes and more. Release contains: Lib.Web.Mvc.dll with xml documentation file Standalone documentation in chm file and change log Library source code Sample application for strongly typed jqGrid helper is available here. Sample application for XSL transformation HtmlHelper/ActionRe...Virto Commerce Enterprise Open Source eCommerce Platform (asp.net mvc): Virto Commerce 1.11: Virto Commerce Community Edition version 1.11. To install the SDK package, please refer to SDK getting started documentation To configure source code package, please refer to Source code getting started documentation This release includes many bug fixes and minor improvements. More details about this release can be found on our blog at http://blog.virtocommerce.com.Json.NET: Json.NET 6.0 Release 4: New feature - Added Merge to LINQ to JSON New feature - Added JValue.CreateNull and JValue.CreateUndefined New feature - Added Windows Phone 8.1 support to .NET 4.0 portable assembly New feature - Added OverrideCreator to JsonObjectContract New feature - Added support for overriding the creation of interfaces and abstract types New feature - Added support for reading UUID BSON binary values as a Guid New feature - Added MetadataPropertyHandling.Ignore New feature - Improv...Aitso-a platform for spatial optimization and based on artificial immune systems: Aitso_0.14.08.01: Aitso0.14.08.01Installer.zipVidCoder: 1.5.24 Beta: Added NL-Means denoiser. Updated HandBrake core to SVN 6254. Added extra error handling to DVD player code to avoid a crash when the player was moved.EasyMR: v1.0: 1 ????????? 2 ????????? 3 ??????? ????????????????????,???????????????,???????????PowerShell App Deployment Toolkit: PowerShell App Deployment Toolkit v3.1.5: *Added Send-Keys function to send a sequence of keys to an application window (Thanks to mmashwani) *Added 3 optimization/stability improvements to Execute-Process following MS best practice (Thanks to mmashwani) *Fixed issue where Execute-MSI did not use value from XML file for uninstall but instead ran all uninstalls silently by default *Fixed error on 1641 exit code (should be a success like 3010) *Fixed issue with error handling in Invoke-SCCMTask *Fixed issue with deferral dates where th...Facebook Graph Toolkit: Facebook Graph Toolkit 5.0.493: updated to Graph Api v2.0 updated class definitions according to latest documentation fixed a potential memory leak causing socket exhaustion LINQ to FQL simplified usage performance improvement added missing constructorsCrashReporter.NET : Exception reporting library for C# and VB.NET: CrashReporter.NET 1.4: Added French, Italian, German, Russian and Spanish translation. Added DeveloperMessage field so developers can send value of variables or other details they want along with crash report. Fixed bug where subject of crash report email was affected by translation. Fixed bug where extension is not added in SaveFileDialog while saving crash report.AutoUpdater.NET : Auto update library for VB.NET and C# Developer: AutoUpdater.NET 1.3: Fixed problem in DownloadUpdateDialog where download continues even if you close the dialog. Added support for new url field for 64 bit application setup. AutoUpdater.NET will decide which download url to use by looking at the value of IntPtr.Size. Added German translation provided by Rene Kannegiesser. Now developer can handle update logic herself using event suggested by ricorx7. Added italian translation provided by Gianluca Mariani. Fixed bug that prevents Application from exiti...Windows Embedded Board Support Package for BeagleBone: WEC2013 Beaglebone Black 03.02.00: Demo image. Runs on BeagleBone White and Black. On BeagleBone Black works with uSD or eMMC based images. XAML support added. SDK and demo tests included. New SDK refresh (uninstall old version first) IoT M2MQTT client built in. Built and maintained in the U.S.A.!Essence#: Philemon-3 (Alpha Build 19): The Philemon-3 release corrects a problem with the script of the NSIS installation program generator used to build the installer for the previous release. That issue could have been addressed by simply fixing the script and then regenerating the installation program, but a) it was judged to be less work to create a new release based on the current development code, and b) a new release does a better job of communicating the fact that the installation program for the previous release is broken...SEToolbox: SEToolbox 01.041.012 Release 1: Added voxel material textures to read in with mods. Fixed missing texture replacements for mods. Fixed rounding issue in raytrace code. Fixed repair issue with corrupt checkpoint file. Fixed issue with updated SE binaries 01.041.012 using new container configuration.Continuous Affect Rating and Media Annotation: CARMA v6.02: Compiled as v6.02 for MCR 8.3 (2014a) 32-bit Windows version Ratings will now only be saved for full seconds (e.g., a 90.2s video will now yield 90 ratings instead of 91 ratings). This should be more transparent to users and ensure consistency in the number of ratings output by different computers. Separated the XLS and XLSX output formats in the save file drop-down box. This should be more transparent to users than having to add the appropriate extension.Magick.NET: Magick.NET 6.8.9.601: Magick.NET linked with ImageMagick 6.8.9.6 Breaking changes: - Changed arguments for the Map method of MagickImage. - QuantizeSettings uses Riemersma by default.Wallpapr: Wallpapr 1.7: Fixed the "Prohibited" message (Flickr upgraded their API to SSL-only).DbEntry.Net (Leafing Framework): DbEntry.Net 4.2: DbEntry.Net is a lightweight Object Relational Mapping (ORM) database access compnent for .Net 4.0+. It has clearly and easily programing interface for ORM and sql directly, and supoorted Access, Sql Server, MySql, SQLite, Firebird, PostgreSQL and Oracle. It also provide a Ruby On Rails style MVC framework. Asp.Net DataSource and a simple IoC. DbEntry.Net.v4.2.Setup.zip include the setup package. DbEntry.Net.v4.2.Src.zip include source files and unit tests. DbEntry.Net.v4.2.Samples.zip ...Azure Storage Explorer: Azure Storage Explorer 6 Preview 1: Welcome to Azure Storage Explorer 6 Preview 1 This is the first release of the latest Azure Storage Explorer, code-named Phoenix. What's New?Here are some important things to know about version 6: Open Source Now being run as a full open source project. Full source code on CodePlex. Collaboration encouraged! Updated Code Base Brand-new code base (WPF/C#/.NET 4.5) Visual Studio 2013 solution (previously VS2010) Uses the Task Parallel Library (TPL) for asynchronous background operat...Wsus Package Publisher: release v1.3.1407.29: Updated WPP to recognize the very latest console version. Some files was missing into the latest release of WPP which lead to crash when trying to make a custom update. Add a workaround to avoid clipboard modification when double-clicking on a label when creating a custom update. Add the ability to publish detectoids. (This feature is still in a BETA phase. Packages relying on these detectoids to determine which computers need to be updated, may apply to all computers).New ProjectsAPS - Folha de Pagamento: Folha de PagamentoCIS470 Metrics Tracking: A data driven application designed to display various project progress metrics and reports based off of data. CIS470 Metrics Tracking DeVry Capstone project.Excel Converter: A great tools to convert MS excel to PDF and vice verse. We plan support both Window and Web version.FreightSoft: A Web Based Shipping and Freight Management SystemGoogle .Net API: Dot Net warp for Google API Services. API Demo, documentation, simple useful tools. Welcome to join us make more google API works on Dot Net World. Google Driver downloader: A free tool to bulk download file from google driver to local box.Omniprogram: OmniprogramOnline OCR: A free to OCR via google APIOnline Resume Parsing Using Aspose.Words for .NET: Online Resume Parsing Using Aspose.Words for .NET. PDF Text Searcher: This application searches for a word from the PDF file name inside the PDF itself.PEIN Framework: A collection of day to day required libraries.Public Components: Public Components, by Danny VarodRole Based View for Microsoft Dynamic CRM 2011 & 2013: Allow admin to configure entity's view based on role.scmactivitytfs: Test project to play with Team Foundation Server.Selfpub.CrmSolution: Tram-pam-pamWindGE: WindGE????DirectX11??????3D???????,????????????????????,???WPF???????。yao's project: a project for personal study

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