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  • Breaking out of the Google App Engine Python lock-in?

    - by Alterlife
    Are there any guidelines to writing Google App Engine Python code that would work without Google's infrastructure on other platforms? Is there any known attempt to create an open source framework which can run applications designed for Google App Engine on other platforms? Edit: To clarify, the question really is: If I develop an application on Google App Engine now, will I be able to migrate to another platform later, or is it a lock in?

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  • Advanced Data Source Engine coming to Telerik Reporting Q1 2010

    This is the final blog post from the pre-release series. In it we are going to share with you some of the updates coming to our reporting solution in Q1 2010. A new Declarative Data Source Engine will be added to Telerik Reporting, that will allow full control over data management, and deliver significant gains in rendering performance and memory consumption. Some of the engines new features will be: Data source parameters - those parameters will be used to limit data retrieved from the data source to just the data needed for the report. Data source parameters are processed on the data source side, however only queried data is fetched to the reporting engine, rather than the full data source. This leads to lower memory consumption, because data operations are performed on queried data only, rather than on all data. As a result, only the queried data needs to be stored in the memory vs. the whole dataset, which was the case with the old approach Support for stored procedures - they will assist in achieving a consistent implementation of logic across applications, and are especially practical for performing repetitive tasks. A stored procedure stores the SQL statements and logic, which can then be executed in different reports and/or applications. Stored Procedures will not only save development time, but they will also improve performance, because each stored procedure is compiled on the data base server once, and then is reutilized. In Telerik Reporting, the stored procedure will also be parameterized, where elements of the SQL statement will be bound to parameters. These parameterized SQL queries will be handled through the data source parameters, and are evaluated at run time. Using parameterized SQL queries will improve the performance and decrease the memory footprint of your application, because they will be applied directly on the database server and only the necessary data will be downloaded on the middle tier or client machine; Calculated fields through expressions - with the help of the new reporting engine you will be able to use field values in formulas to come up with a calculated field. A calculated field is a user defined field that is computed "on the fly" and does not exist in the data source, but can perform calculations using the data of the data source object it belongs to. Calculated fields are very handy for adding frequently used formulas to your reports; Improved performance and optimized in-memory OLAP engine - the new data source will come with several improvements in how aggregates are calculated, and memory is managed. As a result, you may experience between 30% (for simpler reports) and 400% (for calculation-intensive reports) in rendering performance, and about 50% decrease in memory consumption. Full design time support through wizards - Declarative data sources are a great advance and will save developers countless hours of coding. In Q1 2010, and true to Telerik Reportings essence, using the new data source engine and its features requires little to no coding, because we have extended most of the wizards to support the new functionality. The newly extended wizards are available in VS2005/VS2008/VS2010 design-time. More features will be revealed on the product's what's new page when the new version is officially released in a few days. Also make sure you attend the free webinar on Thursday, March 11th that will be dedicated to the updates in Telerik Reporting Q1 2010. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • FrameBuffer Render to texture not working all the way

    - by brainydexter
    I am learning to use Frame Buffer Objects. For this purpose, I chose to render a triangle to a texture and then map that to a quad. When I render the triangle, I clear the color to something blue. So, when I render the texture on the quad from fbo, it only renders everything blue, but doesn't show up the triangle. I can't seem to figure out why this is happening. Can someone please help me out with this ? I'll post the rendering code here, since glCheckFramebufferStatus doesn't complain when I setup the FBO. I've pasted the setup code at the end. Here is my rendering code: void FrameBufferObject::Render(unsigned int elapsedGameTime) { glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); glClearColor(0.0, 0.6, 0.5, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // adjust viewport and projection matrices to texture dimensions glPushAttrib(GL_VIEWPORT_BIT); glViewport(0,0, m_FBOWidth, m_FBOHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, m_FBOWidth, 0, m_FBOHeight, 1.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); DrawTriangle(); glPopAttrib(); // setting FrameBuffer back to window-specified Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); //unbind // back to normal viewport and projection matrix //glViewport(0, 0, 1280, 768); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, 1.33, 1.0, 1000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); render(elapsedGameTime); } void FrameBufferObject::DrawTriangle() { glPushMatrix(); glBegin(GL_TRIANGLES); glColor3f(1, 0, 0); glVertex2d(0, 0); glVertex2d(m_FBOWidth, 0); glVertex2d(m_FBOWidth, m_FBOHeight); glEnd(); glPopMatrix(); } void FrameBufferObject::render(unsigned int elapsedTime) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_TextureID); glPushMatrix(); glTranslated(0, 0, -20); glBegin(GL_QUADS); glColor4f(1, 1, 1, 1); glTexCoord2f(1, 1); glVertex3f(1,1,1); glTexCoord2f(0, 1); glVertex3f(-1,1,1); glTexCoord2f(0, 0); glVertex3f(-1,-1,1); glTexCoord2f(1, 0); glVertex3f(1,-1,1); glEnd(); glPopMatrix(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } void FrameBufferObject::Initialize() { // Generate FBO glGenFramebuffers(1, &m_FBO); glBindFramebuffer(GL_FRAMEBUFFER, m_FBO); // Add depth buffer as a renderbuffer to fbo // create depth buffer id glGenRenderbuffers(1, &m_DepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); // allocate space to render buffer for depth buffer glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_FBOWidth, m_FBOHeight); // attaching renderBuffer to FBO // attach depth buffer to FBO at depth_attachment glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer); // Adding a texture to fbo // Create a texture glGenTextures(1, &m_TextureID); glBindTexture(GL_TEXTURE_2D, m_TextureID); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_FBOWidth, m_FBOHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); // onlly allocating space glBindTexture(GL_TEXTURE_2D, 0); // attach texture to FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TextureID, 0); // Check FBO Status if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "\n Error:: FrameBufferObject::Initialize() :: FBO loading not complete \n"; // switch back to window system Framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); } Thanks!

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  • Abstracting entity caching in XNA

    - by Grofit
    I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would use when doing non game development, where I don't even think about caching until I have finished my application and realise there is a performance problem and then implement a layer of caching over whatever needs it, but wrap it up so nothing is aware its happening. However in XNA the way we would usually cache would be drawing our objects to a texture and invalidating after a change occurs. So if you assume an interface like so: public interface IGameComponent { void Update(TimeSpan elapsedTime); void Render(GraphicsDevice graphicsDevice); } public class ContainerComponent : IGameComponent { public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it } public void Render(GraphicsDevice graphicsDevice) { foreach(var component in ChildComponents) { // draw every component } } } Then I was under the assumption that we just draw everything directly to the screen, then when performance becomes an issue we just add a new implementation of the above like so: public class CacheableContainerComponent : IGameComponent { private Texture2D cachedOutput; private bool hasChanged; public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it // set hasChanged to true if required } public void Render(GraphicsDevice graphicsDevice) { if(hasChanged) { CacheComponents(graphicsDevice); } // Draw cached output } private void CacheComponents(GraphicsDevice graphicsDevice) { // Clean up existing cache if needed var cachedOutput = new RenderTarget2D(...); graphicsDevice.SetRenderTarget(renderTarget); foreach(var component in ChildComponents) { // draw every component } graphicsDevice.SetRenderTarget(null); } } Now in this example you could inherit, but your Update may become a bit tricky then without changing your base class to alert you if you had changed, but it is up to each scenario to choose if its inheritance/implementation or composition. Also the above implementation will re-cache within the rendering cycle, which may cause performance stutters but its just an example of the scenario... Ignoring those facts as you can see that in this example you could use a cache-able component or a non cache-able one, the rest of the framework needs not know. The problem here is that if lets say this component is drawn mid way through the game rendering, other items will already be within the default drawing buffer, so me doing this would discard them, unless I set it to be persisted, which I hear is a big no no on the Xbox. So is there a way to have my cake and eat it here? One simple solution to this is make an ICacheable interface which exposes a cache method, but then to make any use of this interface you would need the rest of the framework to be cache aware, and check if it can cache, and to then do so. Which then means you are polluting and changing your main implementations to account for and deal with this cache... I am also employing Dependency Injection for alot of high level components so these new cache-able objects would be spat out from that, meaning no where in the actual game would they know they are caching... if that makes sense. Just incase anyone asked how I expected to keep it cache aware when I would need to new up a cachable entity.

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  • Rendering shadow sprites in cocos2d-x

    - by lukeluke
    I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation: MAX(0, Cd*1 - Cs*S) where Cd is the destination color (that is, a background pixel), Cs is the source color (the shadow pixel) , S is the scale factor (between 0 and 1). The MAX() function is used to avoid negative results. This is a lighting effect: when the shadow sprite pixel is 0, there is no effect on the background pixel, otherwise, the background pixel becomes darker. Now, the only way that comes to my mind is to change the blending equation to GL_FUNC_SUBTRACT, but it doesn't compile with cocos2d-x (can't found it)... I would subclass the CCSprite class in order to implement the draw() method in order to change, when needed, the blending equation, call the original draw() method and restore the blending equation to its previous state at the end of the method. So my questions are two: how to use glBlendEquation() with cocos2d-x? Keep in mind that i am writing a game for iphone/android/windows. are shadows handled this way in 2D games? Thx

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  • Is Google Analytics Part Of Google's Search Engine Algorithm

    - by ub3rst4r
    I was wondering if anyone knows if Google uses the data it receives from Google Analytics to help determine a websites SERP (Search Engine Rank Position). For example, if my website is getting 1000 users visiting my website from Canada and only 100 users visiting my website from the USA, does that mean my website will be ranked higher on Google.ca and lower on Google.com? And, if a website is using Google Analytics will it be ranked higher for the organic search engine keywords?

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  • Key Techniques For Search Engine Optimization in 2010

    The art of creating web pages which will rank high in search engine returns is called Search Engine Optimization or SEO. By optimizing certain elements or sections in the HTML code of each page, SEO can be accomplished. The search engines specifically read these sections. The level of optimization can help determine the amount free referral traffic.

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  • Google I/O 2011: Life in App Engine Production

    Google I/O 2011: Life in App Engine Production Michael Handler, Alan Green App Engine runs your application at scale, so you can focus on features and not sysadminning. But SOMEONE has to run those computers for you! Come meet them, find out what keeps them up at night, and hear hair-raising Tales of the Unexpected. Plus, a demo of new monitoring options for your application, and a dash of HRD advocacy. From: GoogleDevelopers Views: 3393 37 ratings Time: 57:05 More in Science & Technology

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  • Tool to identify Internet Explorer rendering differences with css

    - by Bakaburg
    I develop website using chrome and mac os as development environment. Since my audience is pretty specific I don't feel the necessity for too much backward compatibility with IE8 and less. However to my great dismay, even IE9 looks totally broken... I would like to know if there's on the web a tool that could tell me what probably went wrong with IE, that is a webapp that parse the rendered css and check which rules are probably totally broken in IE9.

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  • What's the standard location of a 3D clipping box?

    - by Kendall Frey
    The way I understand 3D rendering, polygons are transformed using several matrices, and they are then clipped if they are not inside a certain box, before projecting the box onto the screen. Before transformation, the visible area is typically a frustum, and after transformation, I am guessing it's a cube. This cube makes the clipping math easier than a frustum would. My question is, what's the 'standard' location/size for this clipping box? I can think of 3 possibilities: (0,0,0)-(1,1,1), (-0.5,-0.5,-0.5)-(0.5,0.5,0.5), (-1,-1,-1)-(1,1,1) Or is there no standard?

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  • Polygons vs sprites rendering performance in Unity for windows phone 8

    - by Géry Arduino
    I'm currently building a windows phone 8 game with unity, having 111 (no more no less) sprites being updated each frames. I have a strong overhead in the profiler (70% to 90% minimum) I tried the following to get higher frame rate, I'm running it with minimum quality settings, I tried disabling and enabling V-Sync Finally I managedto get 60Fps, but I still have large overhead. I believe I should have more than 60Fps for such few amount. Moreover, I still have to implement the game logic over this so I'd like some room in my FPS to be able to work. I was wondering if it would be better in terms of performance to use polygons instead of sprites? As sprites are quite new in Unity, (that would give me around 222 triangles). Did someone tried to check the performance differences between sprites and actual mesh renderes in Unity when it comes to phones? If so what could be the best option in that case? FYI : I'm using the Windows Phone 8 emulator on Visual studio, I have a compliant computer for that so it should normally reflect the behavior of a real phone (expecting some differences but still...) EDIT : To clarify my question i wonder what is the most efficient in windows phone 8 : Sprites or Mesh renderers?

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  • Search Engine Ranking Competition

    Search engine ranking competition just got tougher. With individuals and businesses pooling a team of SEO experts to update their website, SEO software, working on intensive keyword research, as well as tapping into social media marketing, continuous marketing is necessary to improve and maintain search engine ranking competitiveness.

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  • Search Engine Optimisation Companies Push PPC on Mobile Phones

    Search engine optimisation companies are now huddling various strategies to offer search engine optimisation services for mobile browsers. This rapidly growing trend can be clearly seen just by mobile phone users' behavior on how they use their cell phones. Search engines optimisation combined with PPC advertising for mobile gadgets can generate massive profits.

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  • Font rendering in Firefox is blurry

    - by Lambert
    A picture is worth a thousand words... so does anyone know how to fix this font blurriness in Firefox? (You'll need to right-click the picture below go to View Image to view it full-size; it's too small to see anything here.) Note: My other applications (and the Firefox non-client area, as you can see in the screen) are completely fine, so obviously going to System-Appearance and changing the font settings isn't fixing the situation.

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  • Is it possible to use RubyGnome2's/QtRuby's HTML renderers to make UI for a Ruby script?

    - by mjr
    I'd like to make a graphical user interface for my script, instead of running it from the console. I'm aware there's a wealth of UI libraries for Ruby, but I'm quite familiar with HTML and CSS and I'd like to use them for building an interface. So the question is: Is it possible to use a HTML rendering library to make such an UI? From what I understand, it's relatively easy to put in a HTML rendered view of something, but is it possible to communicate back with the script? Like when I push that big red button, it actually tells the script to act on it? Obviously it's possible if the script run on the server side, but I'd like to run it as a desktop application.

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  • Font rendering in Firefox is blurry

    - by Mehrdad
    A picture is worth a thousand words... so does anyone know how to fix this font blurriness in Firefox? (You'll need to right-click the picture below go to View Image to view it full-size; it's too small to see anything here.) Note: My other applications (and the Firefox non-client area, as you can see in the screen) are completely fine, so obviously going to System-Appearance and changing the font settings isn't fixing the situation. Edit: Not letting web pages to use their own fonts also doesn't help: See how the upper one is still sharper? Also, Firefox's own menu bar doesn't render the same way as the page content (menu bar below, page content above). They're both Segoe UI:

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  • How best to handle ID3D11InputLayout in rendering code?

    - by JohnB
    I'm looking for an elegant way to handle input layouts in my directx11 code. The problem I have that I have an Effect class and a Element class. The effect class encapsulates shaders and similar settings, and the Element class contains something that can be drawn (3d model, lanscape etc) My drawing code sets the device shaders etc using the effect specified and then calls the draw function of the Element to draw the actual geometry contained in it. The problem is this - I need to create an D3D11InputLayout somewhere. This really belongs in the Element class as it's no business of the rest of the system how that element chooses to represent it's vertex layout. But in order to create the object the API requires the vertex shader bytecode for the vertex shader that will be used to draw the object. In directx9 it was easy, there was no dependency so my element could contain it's own input layout structures and set them without the effect being involved. But the Element shouldn't really have to know anything about the effect that it's being drawn with, that's just render settings, and the Element is there to provide geometry. So I don't really know where to store and how to select the InputLayout for each draw call. I mean, I've made something work but it seems very ugly. This makes me thing I've either missed something obvious, or else my design of having all the render settings in an Effect, the Geometry in an Element, and a 3rd party that draws it all is just flawed. Just wondering how anyone else handles their input layouts in directx11 in a elegant way?

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  • Game engine help

    - by Nick
    So, I am looking to start designing a video game. My biggest problem right now is choosing the right game engine. I am hiring a programmer, so the language doesn't really matter as much. What I need is an engine with these features, for very, very cheap: -Ability to create very realistic AI -Ability to display, hundreds, possibly thousands of characters Also, if anyone has any experience with Darkbasic Pro, if they could give me a basic run-through and review of it. Thanks a lot!

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  • SQL SERVER Subquery or Join Various Options SQL Server Engine Knows the Best Part 2

    This blog post is part 2 of the earlier written article SQL SERVER Subquery or Join Various Options SQL Server Engine knows the Best by Paulo R. Pereira. Paulo has left excellent comment to earlier article once again proving the point that SQL Server Engine is smart enough to figure out the [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL

    - by bigp
    After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality? Can an AGAL VertexShader & FragmentShader be written so it's adaptable to any Texture size and Viewport dimensions? I find I'm getting some "blocky" effects in some of my first attempts at "ping-ponging" between two Texture buffers (to create trailing effects). Perhaps I'm not using the UVs correctly between the rendering-to-target and/or the backbuffer? Is there a simpler way just to "splash" the texture on the backbuffer, or is a Quad absolutely necessary (4 vertices, 2 triangles)? If it needs the Quad, should the Texture buffer be fully drawn (0.0 to 1.0 for vertical and horizontal UVs), or only a percentage of it should, like the example below? Texture Buffer U: 0.0 to viewport.width/texturebuffer.width; Texture Buffer V: 0.0 to viewport.height/texturebuffer.height; Thanks!

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  • Twazzup and App Engine

    Twazzup and App Engine An interview with the developers behind twazzup.com on how App Engine helps them run their application. From: GoogleDevelopers Views: 1298 7 ratings Time: 08:37 More in Science & Technology

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