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  • What is the method to reset the Planar 1910m monitor?

    - by Richard J Foster
    My monitor (a Planar, apparently model number PL1910M) is not working. (It is flashing a green / orange sequence which I believe to be an error code. The sequence, in case it helps consists of orange and green three times quickly followed by a longer orange, then another green followed by a long period where both colors appear to be present). I vaguely recall a co-worker suffering from a similar problem, and our IT department "resetting" the monitor by holding down a certain set of keys as they apply power. Unfortunately, I do not remember what that key sequence was, our IT department is not responding, and the Planar web site is blocked by the content filtering firewall we have in place! What is the sequence to perform the reset? (For bonus geek-credit, what does the code mean... as if it indicates a blown component clearly a reset will not help me. ;-))

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  • What is the method to reset the Planar 1910m monitor?

    - by Richard J Foster
    My monitor (a Planar, apparently model number PL1910M) is not working. (It is flashing a green / orange sequence which I believe to be an error code. The sequence, in case it helps consists of orange and green three times quickly followed by a longer orange, then another green followed by a long period where both colors appear to be present). I vaguely recall a co-worker suffering from a similar problem, and our IT department "resetting" the monitor by holding down a certain set of keys as they apply power. Unfortunately, I do not remember what that key sequence was, our IT department is not responding, and the Planar web site is blocked by the content filtering firewall we have in place! What is the sequence to perform the reset? (For bonus geek-credit, what does the code mean... as if it indicates a blown component clearly a reset will not help me. ;-))

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  • planar shadow matrix and plane b value

    - by DevExcite
    I implemented planar shadows with the function D3DXMatrixShadow. As you know, we need plane and light factor to calculate a shadow matrix. The problem is that when I set the plane as D3DXPLANE p(0, -1, 0, 0.1f), the shadows by directional light are correctly rendered, but the shadows by point light are not rendered. However, if I use D3DXPLANE p(0, 1, 0, 0.1f), the situation is reversed, shadows by directional light are not drawn, the shadows by point light are ok. I cannot understand why it happens. Is it normal or am i missing something? Please explain to me why this happens. Thanks in advance.

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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  • Best Planar graph program

    - by brian
    In graph theory, a planar graph is a graph that can be embedded in the plane, i.e., it can be drawn on the plane in such a way that its edges intersect only at their endpoints. What is the best open source program for drawing the planar graph with support of input nodes size and fixed drawing boundary region

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  • Vector math, finding coördinates on a planar between 2 vectors

    - by Will Kru
    I am trying to generate a 3d tube along a spline. I have the coördinates of the spline (x1,y1,z1 - x2,y2,z2 - etc) which you can see in the illustration in yellow. At those points I need to generate circles, whose vertices are to be connected at a later stadium. The circles need to be perpendicular to the 'corners' of two line segments of the spline to form a correct tube. Note that the segments are kept low for illustration purpose. [apparently I'm not allowed to post images so please view the image at this link] http://img191.imageshack.us/img191/6863/18720019.jpg I am as far as being able to calculate the vertices of each ring at each point of the spline, but they are all on the same planar ie same angled. I need them to be rotated according to their 'legs' (which A & B are to C for instance). I've been thinking this over and thought of the following: two line segments can be seen as 2 vectors (in illustration A & B) the corner (in illustraton C) is where a ring of vertices need to be calculated I need to find the planar on which all of the vertices will reside I then can use this planar (=vector?) to calculate new vectors from the center point, which is C and find their x,y,z using radius * sin and cos However, I'm really confused on the math part of this. I read about the dot product but that returns a scalar which I don't know how to apply in this case. Can someone point me into the right direction? [edit] To give a bit more info on the situation: I need to construct a buffer of floats, which -in groups of 3- describe vertex positions and will be connected by OpenGL ES, given another buffer with indices to form polygons. To give shape to the tube, I first created an array of floats, which -in groups of 3- describe control points in 3d space. Then along with a variable for segment density, I pass these control points to a function that uses these control points to create a CatmullRom spline and returns this in the form of another array of floats which -again in groups of 3- describe vertices of the catmull rom spline. On each of these vertices, I want to create a ring of vertices which also can differ in density (amount of smoothness / vertices per ring). All former vertices (control points and those that describe the catmull rom spline) are discarded. Only the vertices that form the tube rings will be passed to OpenGL, which in turn will connect those to form the final tube. I am as far as being able to create the catmullrom spline, and create rings at the position of its vertices, however, they are all on a planars that are in the same angle, instead of following the splines path. [/edit] Thanks!

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  • Howto project a planar polygon on a plane in 3d-space

    - by sum1stolemyname
    I want to project my Polygon along a vector to a plane in 3d Space. I would preferably use a single transformation matrix to do this, but I don't know how to build a matrix of this kind. Given the plane's parameters (ax+by+cz+d), the world coordinates of my Polygon. As stated in the the headline, all vertices of my polygon lie in another plane. the direction vector along which to project my Polygon (currently the polygon's plane's normal vector) goal -a 4x4 transformation matrix which performs the required projection, or some insight on how to construct one myself

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  • How to render 3D models as SVG vector graphics? (planar projection)

    - by Jan
    This image (original SVG from Wikipedia, public domain) was created using the following procedure: Create a 3D model in Google sketchup Export as PDF Import in Inkscape Save as SVG Is there a straightforward way to produce such a SVG with software that runs (natively) on Ubuntu? (Pantograph, a Blender plugin, has only broken download links; VRM, another Blender plugin works with Belnder 2.4x, but not with Blender 2.6x.)

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  • How to free up space on /boot? [closed]

    - by Phrogz
    Possible Duplicate: Free up more space on /boot I logged onto my server today to find the message: => /boot is using 98.9% of 91MB When I look at /boot I see that it is indeed very low on space, and has old-kernel files in it: phrogz@planar:~$ df -h /boot Filesystem Size Used Avail Use% Mounted on /dev/sda1 92M 54M 33M 63% /boot phrogz@planar:~$ la /boot total 81880 drwxr-xr-x 4 root root 3072 2011-12-02 06:26 ./ drwxr-xr-x 22 root root 4096 2011-09-29 06:37 ../ -rw-r--r-- 1 root root 646419 2011-03-01 19:02 abi-2.6.32-30-server -rw-r--r-- 1 root root 646419 2011-04-08 17:07 abi-2.6.32-31-server -rw-r--r-- 1 root root 646454 2011-04-20 16:53 abi-2.6.32-32-server -rw-r--r-- 1 root root 646454 2011-07-29 16:07 abi-2.6.32-33-server -rw-r--r-- 1 root root 646710 2011-09-13 18:00 abi-2.6.32-34-server -rw-r--r-- 1 root root 646820 2011-10-11 11:10 abi-2.6.32-35-server -rw-r--r-- 1 root root 110687 2011-03-01 19:02 config-2.6.32-30-server -rw-r--r-- 1 root root 110676 2011-04-08 17:07 config-2.6.32-31-server -rw-r--r-- 1 root root 110687 2011-04-20 16:53 config-2.6.32-32-server -rw-r--r-- 1 root root 110687 2011-07-29 16:07 config-2.6.32-33-server -rw-r--r-- 1 root root 110687 2011-09-13 18:00 config-2.6.32-34-server -rw-r--r-- 1 root root 110687 2011-10-11 11:10 config-2.6.32-35-server drwxr-xr-x 3 root root 6144 2011-12-02 06:26 grub/ -rw-r--r-- 1 root root 8258196 2011-05-18 11:58 initrd.img-2.6.32-30-server -rw-r--r-- 1 root root 8259568 2011-05-23 20:24 initrd.img-2.6.32-31-server -rw-r--r-- 1 root root 8257374 2011-05-30 07:47 initrd.img-2.6.32-32-server -rw-r--r-- 1 root root 8287489 2011-08-10 06:37 initrd.img-2.6.32-33-server -rw-r--r-- 1 root root 8288075 2011-09-29 06:37 initrd.img-2.6.32-34-server drwx------ 2 root root 12288 2011-05-18 11:46 lost+found/ -rw-r--r-- 1 root root 160280 2010-03-23 03:40 memtest86+.bin -rw-r--r-- 1 root root 2179117 2011-03-01 19:02 System.map-2.6.32-30-server -rw-r--r-- 1 root root 2179628 2011-04-08 17:07 System.map-2.6.32-31-server -rw-r--r-- 1 root root 2178240 2011-04-20 16:53 System.map-2.6.32-32-server -rw-r--r-- 1 root root 2178382 2011-07-29 16:07 System.map-2.6.32-33-server -rw-r--r-- 1 root root 2178952 2011-09-13 18:00 System.map-2.6.32-34-server -rw-r--r-- 1 root root 2179333 2011-10-11 11:10 System.map-2.6.32-35-server -rw-r--r-- 1 root root 1336 2011-03-01 19:08 vmcoreinfo-2.6.32-30-server -rw-r--r-- 1 root root 1336 2011-04-08 17:13 vmcoreinfo-2.6.32-31-server -rw-r--r-- 1 root root 1336 2011-04-20 16:54 vmcoreinfo-2.6.32-32-server -rw-r--r-- 1 root root 1336 2011-07-29 16:08 vmcoreinfo-2.6.32-33-server -rw-r--r-- 1 root root 1336 2011-09-13 18:03 vmcoreinfo-2.6.32-34-server -rw-r--r-- 1 root root 1336 2011-10-11 11:11 vmcoreinfo-2.6.32-35-server -rw-r--r-- 1 root root 4111552 2011-03-01 19:02 vmlinuz-2.6.32-30-server -rw-r--r-- 1 root root 4113344 2011-04-08 17:07 vmlinuz-2.6.32-31-server -rw-r--r-- 1 root root 4106528 2011-04-20 16:53 vmlinuz-2.6.32-32-server -rw-r--r-- 1 root root 4107648 2011-07-29 16:07 vmlinuz-2.6.32-33-server -rw-r--r-- 1 root root 4108960 2011-09-13 18:00 vmlinuz-2.6.32-34-server -rw-r--r-- 1 root root 4111040 2011-10-11 11:10 vmlinuz-2.6.32-35-server I was able to find the old kernel packages like so: phrogz@planar:/boot$ dpkg -l | grep linux-image ii linux-image-2.6.32-30-server 2.6.32-30.59 Linux kernel image for version 2.6.32 on x86 ii linux-image-2.6.32-31-server 2.6.32-31.61 Linux kernel image for version 2.6.32 on x86 ii linux-image-2.6.32-32-server 2.6.32-32.62 Linux kernel image for version 2.6.32 on x86 ii linux-image-2.6.32-33-server 2.6.32-33.72 Linux kernel image for version 2.6.32 on x86 ii linux-image-2.6.32-34-server 2.6.32-34.77 Linux kernel image for version 2.6.32 on x86 iF linux-image-2.6.32-35-server 2.6.32-35.78 Linux kernel image for version 2.6.32 on x86 iU linux-image-server 2.6.32.36.42 Linux kernel image on Server Equipment. …and I can see that many of them are older than my current image: phrogz@planar:/boot$ uname -a Linux planar 2.6.32-34-server #77-Ubuntu SMP Tue Sep 13 20:54:38 UTC 2011 x86_64 GNU/Linux However, I can't actually remove them due to an unmet dependency: phrogz@planar:/boot$ sudo apt-get --purge remove linux-image-2.6.32-30-server Reading package lists... Done Building dependency tree Reading state information... Done You might want to run `apt-get -f install' to correct these: The following packages have unmet dependencies: linux-image-server: Depends: linux-image-2.6.32-36-server but it is not going to be installed E: Unmet dependencies. Try 'apt-get -f install' with no packages (or specify a solution). But I can't fix the dependency (presumably due to low disk space): phrogz@planar:/boot$ sudo apt-get -f install Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following packages were automatically installed and are no longer required: liblcms1 linux-headers-2.6.32-32-server libnspr4-0d linux-headers-2.6.32-33-server linux-headers-2.6.32-32 linux-headers-2.6.32-33 linux-headers-2.6.32-34 libcups2 tzdata-java libjpeg62 linux-headers-2.6.32-34-server libavahi-client3 ca-certificates-java libnss3-1d Use 'apt-get autoremove' to remove them. The following extra packages will be installed: linux-image-2.6.32-36-server Suggested packages: fdutils linux-doc-2.6.32 linux-source-2.6.32 linux-tools The following NEW packages will be installed: linux-image-2.6.32-36-server 0 upgraded, 1 newly installed, 0 to remove and 8 not upgraded. 3 not fully installed or removed. Need to get 0B/31.8MB of archives. After this operation, 128MB of additional disk space will be used. Do you want to continue [Y/n]? (Reading database ... 145200 files and directories currently installed.) Unpacking linux-image-2.6.32-36-server (from .../linux-image-2.6.32-36-server_2.6.32-36.79_amd64.deb) ... Done. dpkg: error processing /var/cache/apt/archives/linux-image-2.6.32-36-server_2.6.32-36.79_amd64.deb (--unpack): failed in buffer_write(fd) (10, ret=-1): backend dpkg-deb during `./boot/vmlinuz-2.6.32-36-server': No space left on device dpkg-deb: subprocess paste killed by signal (Broken pipe) Running postrm hook script /usr/sbin/update-grub. Generating grub.cfg ... Found linux image: /boot/vmlinuz-2.6.32-35-server Found linux image: /boot/vmlinuz-2.6.32-34-server Found initrd image: /boot/initrd.img-2.6.32-34-server Found linux image: /boot/vmlinuz-2.6.32-33-server Found initrd image: /boot/initrd.img-2.6.32-33-server Found linux image: /boot/vmlinuz-2.6.32-32-server Found initrd image: /boot/initrd.img-2.6.32-32-server Found linux image: /boot/vmlinuz-2.6.32-31-server Found initrd image: /boot/initrd.img-2.6.32-31-server Found linux image: /boot/vmlinuz-2.6.32-30-server Found initrd image: /boot/initrd.img-2.6.32-30-server Found memtest86+ image: /memtest86+.bin done Errors were encountered while processing: /var/cache/apt/archives/linux-image-2.6.32-36-server_2.6.32-36.79_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) How do I free up space on /boot so that I can fix my dependencies? Should I just delete the files manually? And then, should I resize my /boot to be larger, so this doesn't happen again? If so, how? If not, what maintenance should I be running regularly to prevent the accumulation of this cruft?

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  • Categorize the approximate shape of an array of Points in 3D Space

    - by user1295133
    I have a set of points in 3d space and I want to be able to categorize the shape that best fits them - cube, sphere, cylinder, planar (flat) etc. I've looked at supervised/machine learning but since I need first generate a large training data set that's not really suitable. My dream solution would be a java library with a wonderful magical function something like : public enum ShapeType { CUBE, SPHERE, CYLINDER, PLANAR } public ShapeType CategorizeShapeFromPoints( 3DPoint[] points ) However, any and all help will be appreciated. Thanks

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  • How do I stop panning on a monitor that supports a specific resolution?

    - by IronicMuffin
    Hi all, I've been battling this for a few days now. Any and all help is appreciated. I have a planar monitor with a native res of 1280x1024. At one point, I had used PowerStrip to override "something" and set the res to 1600x1200, and it worked great. I then installed new intel graphics drivers for my 86895g (or w/e model) video card, which screwed up whatever settings I had. If I set it to 1600x1200 this time, it would set the res correctly, but give me a 1280x1024 viewport and the screen would pan when the mouse got to the edges of the screen. Absolutely not useful. Ok, so I was limited to 1280x1024 now. W/e. Now...enter new video card with two video ports. I have two monitors now and the latest nVidia drivers. I decide to try to get dual 1600x1200 going...ended up screwing the original monitor up so much now that it's at 1280x1024, with a 1024x768 viewport and panning! Absolutely not usable now. So what I need, and I can't seem to find on any forums, is help doing one or more of the following: Clearing out all monitor/edid info out of the windows registry without corrupting the registry. Actually correctly override the EDID values and get my sweet res back. Some other way of getting back to at least dual 1280x1024 with NO panning. Note: My device manager shows 4 monitors for some reason. My registry shows entries for all sorts of monitors that have been hooked up to the machine over the years. It's making it difficult to debug. Experience with PowerStrip would be helpful. I've been mucking with Phoenix EDID designer and MonInfo as well, but I'm stumbling around in the dark with these. Windows XP SP2 nVidia GeForce 6200 nVidia drivers: v258.96 Monitor: Planar PL 1910M Thanks!

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  • Tiff Analyzer

    - by Kevin
    I am writing a program to convert some data, mainly a bunch of Tiff images. Some of the Tiffs seems to have a minor problem with them. They show up fine in some viewers (Irfanview, client's old system) but not in others (Client's new system, Window's picture and fax viewer). I have manually looked at the binary data and all the tags seem ok. Can anyone recommend an app that can analyze it and tell me what, if anything, is wrong with it? Also, for clarity sake, I'm only converting the data about the images which is stored seperately in a database and copying the images, I'm not editting the images myself, so I'm pretty sure I'm not messing them up. UDPATE: For anyone interested, here are the tags from a good and bad file: BAD Tag Type Length Value 256 Image Width SHORT 1 1652 257 Image Length SHORT 1 704 258 Bits Per Sample SHORT 1 1 259 Compression SHORT 1 4 262 Photometric SHORT 1 0 266 Fill Order SHORT 1 1 273 Strip Offsets LONG 1 210 (d2 Hex) 274 Orientation SHORT 1 3 277 Samples Per Pixel SHORT 1 1 278 Rows Per Strip SHORT 1 450 279 Strip Byte Counts LONG 1 7264 (1c60 Hex) 282 X Resolution RATIONAL 1 <194 200 / 1 = 200.000 283 Y Resolution RATIONAL 1 <202 200 / 1 = 200.000 284 Planar Configuration SHORT 1 1 296 Resolution Unit SHORT 1 2 Good Tag Type Length Value 254 New Subfile Type LONG 1 0 (0 Hex) 256 Image Width SHORT 1 1193 257 Image Length SHORT 1 788 258 Bits Per Sample SHORT 1 1 259 Compression SHORT 1 4 262 Photometric SHORT 1 0 266 Fill Order SHORT 1 1 270 Image Description ASCII 45 256 273 Strip Offsets LONG 1 1118 (45e Hex) 274 Orientation SHORT 1 1 277 Samples Per Pixel SHORT 1 1 278 Rows Per Strip LONG 1 788 (314 Hex) 279 Strip Byte Counts LONG 1 496 (1f0 Hex) 280 Min Sample Value SHORT 1 0 281 Max Sample Value SHORT 1 1 282 X Resolution RATIONAL 1 <301 200 / 1 = 200.000 283 Y Resolution RATIONAL 1 <309 200 / 1 = 200.000 284 Planar Configuration SHORT 1 1 293 Group 4 Options LONG 1 0 (0 Hex) 296 Resolution Unit SHORT 1 2

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  • Formulae for U and V buffer offset

    - by Abhi
    Hi all ! What should be the buffer offset value for U & V in YUV444 format type? Like for an example if i am using YV12 format the value is as follows: ppData.inputIDMAChannel.UBufOffset = iInputHeight * iInputWidth + (iInputHeight * iInputWidth)/4; ppData.inputIDMAChannel.VBufOffset = iInputHeight * iInputWidth; iInputHeight = 160 & iInputWidth = 112 ppdata is an object for the following structure: typedef struct ppConfigDataStruct { //--------------------------------------------------------------- // General controls //--------------------------------------------------------------- UINT8 IntType; // FIRSTMODULE_INTERRUPT: the interrupt will be // rised once the first sub-module finished its job. // FRAME_INTERRUPT: the interrput will be rised // after all sub-modules finished their jobs. //--------------------------------------------------------------- // Format controls //--------------------------------------------------------------- // For input idmaChannel inputIDMAChannel; BOOL bCombineEnable; idmaChannel inputcombIDMAChannel; UINT8 inputcombAlpha; UINT32 inputcombColorkey; icAlphaType alphaType; // For output idmaChannel outputIDMAChannel; CSCEQUATION CSCEquation; // Selects R2Y or Y2R CSC Equation icCSCCoeffs CSCCoeffs; // Selects R2Y or Y2R CSC Equation icFlipRot FlipRot; // Flip/Rotate controls for VF BOOL allowNopPP; // flag to indicate we need a NOP PP processing }*pPpConfigData, ppConfigData; and idmaChannel structure is as follows: typedef struct idmaChannelStruct { icFormat FrameFormat; // YUV or RGB icFrameSize FrameSize; // frame size UINT32 LineStride;// stride in bytes icPixelFormat PixelFormat;// Input frame RGB format, set NULL // to use standard settings. icDataWidth DataWidth;// Bits per pixel for RGB format UINT32 UBufOffset;// offset of U buffer from Y buffer start address // ignored if non-planar image format UINT32 VBufOffset;// offset of U buffer from Y buffer start address // ignored if non-planar image format } idmaChannel, *pIdmaChannel; I want the formulae for ppData.inputIDMAChannel.UBufOffset & ppData.inputIDMAChannel.VBufOffset for YUV444 Thanks in advance

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  • ASSIMP in my program is much slower to import than ASSIMP view program

    - by Marco
    The problem is really simple: if I try to load with the function aiImportFileExWithProperties a big model in my software (around 200.000 vertices), it takes more than one minute. If I try to load the very same model with ASSIMP view, it takes 2 seconds. For this comparison, both my software and Assimp view are using the dll version of the library at 64 bit, compiled by myself (Assimp64.dll). This is the relevant piece of code in my software // default pp steps unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing aiProcess_ValidateDataStructure | // perform a full validation of the loader's output aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices aiProcess_RemoveRedundantMaterials | // remove redundant materials aiProcess_FindDegenerates | // remove degenerated polygons from the import aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex aiProcess_OptimizeMeshes | // join small meshes, if possible; aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader 0; cout << "Loading " << pFile << "... "; aiPropertyStore* props = aiCreatePropertyStore(); aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1); aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,80.f); aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT); aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1); //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); // Call ASSIMPs C-API to load the file scene = (aiScene*)aiImportFileExWithProperties(pFile.c_str(), ppsteps | /* default pp steps */ aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes aiProcess_Triangulate | // triangulate polygons with more than 3 edges //aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives 0, NULL, props); aiReleasePropertyStore(props); if(!scene){ cout << aiGetErrorString() << endl; return 0; } this is the relevant piece of code in assimp view code // default pp steps unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing aiProcess_ValidateDataStructure | // perform a full validation of the loader's output aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices aiProcess_RemoveRedundantMaterials | // remove redundant materials aiProcess_FindDegenerates | // remove degenerated polygons from the import aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex aiProcess_OptimizeMeshes | // join small meshes, if possible; aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader 0; aiPropertyStore* props = aiCreatePropertyStore(); aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1); aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,g_smoothAngle); aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE,nopointslines ? aiPrimitiveType_LINE | aiPrimitiveType_POINT : 0 ); aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1); //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); // Call ASSIMPs C-API to load the file g_pcAsset->pcScene = (aiScene*)aiImportFileExWithProperties(g_szFileName, ppsteps | /* configurable pp steps */ aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes aiProcess_Triangulate | // triangulate polygons with more than 3 edges aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives 0, NULL, props); aiReleasePropertyStore(props); As you can see the code is nearly identical because I copied from assimp view. What could be the reason for such a difference in performance? The two software are using the same dll Assimp64.dll (compiled in my computer with vc++ 2010 express) and the same function aiImportFileExWithProperties to load the model, so I assume that the actual code employed is the same. How is it possible that the function aiImportFileExWithProperties is 100 times slower when called by my sotware than when called by assimp view? What am I missing? I am not good with dll, dynamic and static libraries so I might be missing something obvious. ------------------------------ UPDATE I found out the reason why the code is going slower. Basically I was running my software with "Start debugging" in VC++ 2010 Express. If I run the code outside VC++ 2010 I get same performance of assimp view. However now I have a new question. Why does the dll perform slower in VC++ debugging? I compiled it in release mode without debugging information. Is there any way to have the dll go fast in debugmode i.e. not debugging the dll? Because I am interested in debugging only my own code, not the dll that I assume is already working fine. I do not want to wait 2 minutes every time I want to load my software to debug. Does this request make sense?

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  • Scan-Line Z-Buffering Dilemma

    - by Belgin
    I have a set of vertices in 3D space, and for each I retain the following information: Its 3D coordinates (x, y, z). A list of pointers to some of the other vertices with which it's connected by edges. Right now, I'm doing perspective projection with the projecting plane being XY and the eye placed somewhere at (0, 0, d), with d < 0. By doing Z-Buffering, I need to find the depth of the point of a polygon (they're all planar) which corresponds to a certain pixel on the screen so I can hide the surfaces that are not visible. My questions are the following: How do I determine to which polygon does a pixel belong to so I could use the formula of the plane which contains the polygon to find the Z-coordinate? Are my data structures correct? Do I need to store something else entirely in order for this to work? I'm just projecting the vertices onto the projection plane and joining them with lines based on the pointer lists.

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  • Amazing families of algorithms over implicit graphs

    - by Diego de Estrada
    Dynamic programming is, almost by definition, to find a shortest/longest path on an implicit dag. Every DP algorithm just does this. An Holographic algorithm can be loosely described as something that counts perfect matchings in implicit planar graphs. So, my question is: are there any other families of algorithms that use well-known algorithms over implicit graphs to achieve a considerable speedup?

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  • Provable planarity of flowcharts

    - by Nikolaos Kavvadias
    Hi all I have a question: is there any reference (e.g. paper) with a proof of the planarity of flowchart layouts? Can anyone suggest an algorithm for generating flowchart (planar) layouts? I know that there are some code-to-flowchart tools out there, but i'm unaware of their internals. Thanks in advance -kavi

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  • Zero-channel RAID for High Performance MySQL Server (IBM ServeRAID 8k) : Any Experience/Recommendati

    - by prs563
    We are getting this IBM rack mount server and it has this IBM ServeRAID8k storage controller with Zero-Channel RAID and 256MB battery backed cache. It can support RAID 10 which we need for our high performance MySQL server which will have 4 x 15000K RPM 300GB SAS HDD. This is mission-critical and we want as much bandwidth and performance. Is this a good card or should we replace with another IBM RAID card? IBM ServeRAID 8k SAS Controller option provides 256 MB of battery backed 533 MHz DDR2 standard power memory in a fixed mounting arrangement. The device attaches directly to IBM planar which can provide full RAID capability. Manufacturer IBM Manufacturer Part # 25R8064 Cost Central Item # 10025907 Product Description IBM ServeRAID 8k SAS - Storage controller (zero-channel RAID) - RAID 0, 1, 5, 6, 10, 1E Device Type Storage controller (zero-channel RAID) - plug-in module Buffer Size 256 MB Supported Devices Disk array (RAID) Max Storage Devices Qty 8 RAID Level RAID 0, RAID 1, RAID 5, RAID 6, RAID 10, RAID 1E Manufacturer Warranty 1 year warranty

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  • LCD monitor reports incorrect maximum resolution

    - by SLaks
    I have four 20" Planar 2010M LCD monitors with a maximum resolution of 1600 x 1200 connected to two nVidia video cards (8600 GT and 7600 GS). I'm running Windows Server 2003 x86. Recently, two of the monitors have started mis-reporting their maximum resolution as 1280 x 1024. When this first happened, I used nVidia's Custom Resolutions feature to force the monitors back to 1600 x 1200. Yesterday, however, I upgraded nVidia's video card driver, and ever since, I cannot get the DVI one back to 1600 x 1200. When I add the custom resolution in nVidia's control panel, if I set either the width or the height to even a single pixel more than 1280 x 1024, nothing changes when I click Test (the monitor doesn't even flash black, although after 15 seconds, it flashes black and doesn't change). After adding Does anyone know what the problem is? Is there anything I can do about it?

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  • Zero-channel RAID for High Performance MySQL Server (IBM ServeRAID 8k) : Any Experience/Recommendation?

    - by prs563
    We are getting this IBM rack mount server and it has this IBM ServeRAID8k storage controller with Zero-Channel RAID and 256MB battery backed cache. It can support RAID 10 which we need for our high performance MySQL server which will have 4 x 15000K RPM 300GB SAS HDD. This is mission-critical and we want as much bandwidth and performance. Is this a good card or should we replace with another IBM RAID card? IBM ServeRAID 8k SAS Controller option provides 256 MB of battery backed 533 MHz DDR2 standard power memory in a fixed mounting arrangement. The device attaches directly to IBM planar which can provide full RAID capability. Manufacturer IBM Manufacturer Part # 25R8064 Cost Central Item # 10025907 Product Description IBM ServeRAID 8k SAS - Storage controller (zero-channel RAID) - RAID 0, 1, 5, 6, 10, 1E Device Type Storage controller (zero-channel RAID) - plug-in module Buffer Size 256 MB Supported Devices Disk array (RAID) Max Storage Devices Qty 8 RAID Level RAID 0, RAID 1, RAID 5, RAID 6, RAID 10, RAID 1E Manufacturer Warranty 1 year warranty

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  • Greiner-Hormann clipping problem

    - by Belgin
    I have a set of planar polygons in 3D space defined by their vertices in counterclockwise order. Let's define the 'positive face' as being the face of the 3D polygon such as when observed, the vertices appear in counterclockwise order, and the 'negative face', the face which when observed, the vertices appear in clockwise order. I'm doing perspective projection of the set of polygons onto a projection polygon defined by the points in this order: (0, h, 0), (0, 0, 0), (w, 0, 0), and (w, h, 0), where w and h are strictly positive integers. The positive face of this projection polygon is oriented towards positive Z, and the camera point is somewhere at (0, 0, d), where d is a strictly negative number. In order to 'clip' the projected polygons into the projection polygon, I'm applying the Greiner-Hormann (PDF) clipping algorithm, which requires that the clipper and the to-be-clipped polygons be in the same order (i.e. clockwise or counterclockwise). My question is the following: How can I determine whether the projected face of the 3D polygon is the negative or the positive one? Meaning, how do I find out if I have to work with the vertices in normal or inverted order for the algorithm to work? I noticed that only if the 3D polygon is facing the projection polygon with its negative face, both of them are in the same order (counterclockwise), otherwise, a modification needs to be done. Here is a picture (PNG) that illustrates this. Note that the planes described by the polygon from the set and the projection polygon may not always be parallel.

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  • Static "LoD" hack opinions

    - by David Lively
    I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the camera, and larger ones far away. Given that, rather than constantly modifying or swapping index buffers based on a feature's rendered size or distance from the camera, it would be a lot easier (and potentially quite a bit faster), to render a single "fan" or flat wedge/frustum-shaped planar mesh that is tessellated into small triangles close to the near or small end of the frustum and larger ones at the far end, sort of like this (overhead view) (Pardon the gap in the middle - I drew one side and mirrored it) The triangle sizes are chosen so that all are approximately the same size when projected. Then, that mesh would be transformed to track the camera so that the Z axis (center vertical in this image) is always aligned with the view direction projected into the XZ plane. The vertex shader would then read terrain heights from a height texture and adjust the Y coordinate of the mesh to match a height field that defines the terrain. This eliminates the need for culling (since the mesh is generated to match the viewport dimensions) and the need to modify the index and/or vertex buffers when drawing the terrain. Obviously this doesn't address terrain with overhangs, etc, but that could be handled to a certain extent by including a second mesh that defines a sort of "ceiling" via a different texture. The other LoD schemes I've seen aren't particularly difficult to implement and, in some cases, are a lot more flexible, but this seemed like a decent quick-and-dirty way to handle height map-based terrain without getting into geometry manipulation. Has anyone tried this? Opinions?

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  • MPlayer does not work

    - by Soham Pal
    Using the xubuntu desktop, on Ubuntu Raring updated from Quantal. MPlayer never really worked. No video, no audio, nothing. I really can't be any more helpful, so here's the log: petey@home-pc:~$ mplayer "/home/petey/Downloads/Polar Bear Cafe (480p)HorribleSubs]/[HorribleSubs] Polar Bear Cafe - 01 [480p].mkv" MPlayer SVN-r35984-4.7 (C) 2000-2013 MPlayer Team Playing /home/petey/Downloads/Polar Bear Cafe (480p)[HorribleSubs]/[HorribleSubs] Polar Bear Cafe - 01 [480p].mkv. libavformat version 55.0.100 (internal) libavformat file format detected. [lavf] stream 0: video (h264), -vid 0 [lavf] stream 1: audio (aac), -aid 0 [lavf] stream 2: subtitle (ass), -sid 0 VIDEO: [H264] 848x480 0bpp 23.810 fps 0.0 kbps ( 0.0 kbyte/s) Clip info: creation_time: 2012-04-05 21:36:10 Load subtitles in /home/petey/Downloads/Polar Bear Cafe (480p)[HorribleSubs]/ Can't open /dev/fb0: Permission denied [fbdev2] Can't open /dev/fb0: Permission denied VO: [v4l2] No such file or directory vo_cvidix: No vidix driver name provided, probing available ones (-v option for details)! [cyberblade] Error occurred during pci scan: Operation not permitted [mach64] Error occurred during pci scan: Operation not permitted [mga] Error occurred during pci scan: Operation not permitted [mga] Error occurred during pci scan: Operation not permitted [nvidia_vid] Error occurred during pci scan: Operation not permitted [pm3] Error occurred during pci scan: Operation not permitted [radeon] Error occurred during pci scan: Operation not permitted [rage128] Error occurred during pci scan: Operation not permitted [s3_vid] Error occurred during pci scan: Operation not permitted [SiS] Error occurred during pci scan: Operation not permitted [unichrome] Error occurred during pci scan: Operation not permitted [VO_SUB_VIDIX] Couldn't find working VIDIX driver. ========================================================================== Opening video decoder: [ffmpeg] FFmpeg's libavcodec codec family libavcodec version 55.0.100 (internal) Selected video codec: [ffh264] vfm: ffmpeg (FFmpeg H.264) ========================================================================== ========================================================================== Opening audio decoder: [ffmpeg] FFmpeg/libavcodec audio decoders AUDIO: 44100 Hz, 2 ch, floatle, 0.0 kbit/0.00% (ratio: 0->352800) Selected audio codec: [ffaac] afm: ffmpeg (FFmpeg AAC (MPEG-2/MPEG-4 Audio)) ========================================================================== [AO OSS] audio_setup: Can't open audio device /dev/dsp: No such file or directory DVB card number must be between 1 and 4 AO: [null] 44100Hz 2ch floatle (4 bytes per sample) Starting playback... Movie-Aspect is 1.78:1 - prescaling to correct movie aspect. VO: [null] 848x480 = 854x480 Planar YV12 A: 4.7 V: 4.7 A-V: 0.002 ct: 0.083 0/ 0 22% 0% 0.5% 0 0 MPlayer interrupted by signal 2 in module: sleep_timer A: 4.7 V: 4.7 A-V: 0.001 ct: 0.083 0/ 0 21% 0% 0.5% 0 0 Exiting... (Quit)

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  • Triangulating a partially triangulated mesh (2D)

    - by teodron
    Referring to the above exhibits, this is the scenario I am working with: starting with a planar graph (in my case, a 2D mesh) with a given triangulation, based on a certain criterion, the graph nodes are labeled as RED and BLACK. (A) a subgraph containing all the RED nodes (with edges between only the directly connected neighbours) is formed (note: although this figure shows a tree forming, it may well happen that the subgraph contain loops) (B) Problem: I need to quickly build a triangulation around the subgraph (e.g. as shown in figure C), but under the constraint that I have to keep the already present edges in the final result. Question: Is there a fast way of achieving this given a partially triangulated mesh? Ideally, the complexity should be in the O(n) class. Some side-remarks: it would be nice for the triangulation algorithm to take into account a certain vertex priority when adding edges (e.g. it should always try to build a "1-ring" structure around the most important nodes first - I can implement iteratively such a routine, but it's O(n^2) ). it would also be nice to reflect somehow the "hop distance" when adding edges: add edges first between the nodes that were "closer" to each other given the start topology. Nevertheless, disregarding the remarks, is there an already known scenario similar to this one where a triangulation is built upon a partially given set of triangles/edges?

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  • CodePlex Daily Summary for Friday, August 17, 2012

    CodePlex Daily Summary for Friday, August 17, 2012Popular ReleasesXDA ROM HUB: Release v0.9.1: Fixed issue: "Can't recognize device, please try again" IMPORTENT! You MUST install this software in a path WITHOUT spaces, Good example: "C:\Users\Max\Documents" Please note that I lost the source code, so I can't update this softwareDotNetNuke® Feedback: 06.02.01: Official Release - 17th August 2012 Please look at the Release Notes file included in the module packages or available on this page as a separate download for a listing of the bug fixes and enhancements found in this version. NOTE: Feedback v 06.02.00 REQUIRES a minimum DotNetNuke framework version of 06.02.00 as well as ASP.Net 3.5 SP1 and MS SQL Server 2005 or 2008 (Express or standard versions). This release brings some enhancements to the module as well as fixing all known bugs. Bug Fi...fastJSON: v2.0.2: - bug fix $types and arraysDatabase View-plug-ins Programming Helper: Database View-plug-ins 1.2 (for Oracle): The download package consists of deployment SQL scripts. Run every scripts of all subdirectories in order (sort by name). "VPI" is the default schema name in the manifest, it can be changed to other name according to your enterprise database policy. Current release is for Oracle version (SQL Server version will be released later).Everybody Edits Account Manager: EEAccMan 1.1: Fixed: Incompatibility with the newest chrome version (v21)WPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.7: Version: 2.5.0.7 (Milestone 7): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Add CollectionHelper.GetNextElementOrDefault method. InfoMan: Support creating a new email and saving it in the Send b...Diablo III Drop Statistics Service: D3DSS 1.0.1: ??????IP??。 ??????????,??????????。myCollections: Version 2.2.3.0: New in this version : Added setup package. Added Amazon Spain for Apps, Books, Games, Movie, Music, Nds and Tvshow. Added TVDB Spain for Tvshow. Added TMDB Spain for Movies. Added Auto rename files from title. Added more filters when adding files (vob,mpls,ifo...) Improve Books author and Music Artist Credits. Rewrite find duplicates for better performance. You can now add Custom link to items. You can now add type directly from the type list using right mouse button. Bug ...mydnn: DNN Garden - DDR Menu for DotNetNuke: ?? ??? ??? ???? ?? ???? ??????? ?? DDR Menu ?? ?? ????? ??? DNN ?? ??????. ??? ??? ?? ???? ??? ?????? ???? ??????? ???? ?? ????. ?? ????? ?? ????? ??????? ?????? SolPart ?? DNN Nav ??? ???? ????? ????? ?? ??????? ???? ?? ???? ??? CSS ????? ????. ?? ??? ??? ?????? ???? ??? ?? ??? ????? ??? ?? ?????? ?? jQuery ? CSS ????? ???? ????. ??? ???? ?? ???? Treeview ? Superfish? Accordion ? Dropdown ?Artisteer ? Mega-menu ?? ????.Player Framework by Microsoft: Player Framework for Windows 8 Preview 5 (Refresh): Support for Windows 8 and Visual Studio RTM Support for Smooth Streaming SDK beta 2 Support for live playback New bitrate meter and SD/HD indicators Auto smooth streaming track restriction for snapped mode to conserve bandwidth New "Go Live" button and SeekToLive API Support for offset start times Support for Live position unique from end time Support for multiple audio streams (smooth and progressive content) Improved intellisense in JS version NEW TO PREVIEW 5 REFRESH:Req...TFS Workbench: TFS Workbench v2.2.0.10: Compiled installers for TFS Workbench 2.2.0.10 Bug Fix Fixed bug that stopped the change workspace action from working.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.60: Allow for CSS3 grid-column and grid-row repeat syntax. Provide option for -analyze scope-report output to be in XML for easier programmatic processing; also allow for report to be saved to a separate output file.ClosedXML - The easy way to OpenXML: ClosedXML 0.67.2: v0.67.2 Fix when copying conditional formats with relative formulas v0.67.1 Misc fixes to the conditional formats v0.67.0 Conditional formats now accept formulas. Major performance improvement when opening files with merged ranges. Misc fixes.Umbraco CMS: Umbraco 4.8.1: Whats newBug fixes: Fixed: When upgrading to 4.8.0, the database upgrade didn't run Update: unfortunately, upgrading with SQLCE is problematic, there's a workaround here: http://bit.ly/TEmMJN The changes to the <imaging> section in umbracoSettings.config caused errors when you didn't apply them during the upgrade. Defaults will now be used if any keys are missing Scheduled unpublishes now only unpublishes nodes set to published rather than newest Work item: 30937 - Fixed problem with Fi...patterns & practices - Unity: Unity 3.0 for .NET 4.5 and WinRT - Preview: The Unity 3.0.1208.0 Preview enables Unity to work on .NET 4.5 with both the WinRT and desktop profiles. This is an updated version of the port after the .NET Framework 4.5 and Windows 8 have RTM'ed. Please see the Release Notes Providing feedback Post your feedback on the Unity forum Submit and vote on new features for Unity on our Uservoice site.Self-Tracking Entity Generator for WPF and Silverlight: Self-Tracking Entity Generator v 2.0.0 for VS11: Self-Tracking Entity Generator for WPF and Silverlight v 2.0.0 for Entity Framework 5.0 and Visual Studio 2012NPOI: NPOI 2.0: New features a. Implement OpenXml4Net (same as System.Packaging from Microsoft). It supports both .NET 2.0 and .NET 4.0 b. Excel 2007 read/write library (NPOI.XSSF) c. Word 2007 read/write library(NPOI.XWPF) d. NPOI.SS namespace becomes the interface shared between XSSF and HSSF e. Load xlsx template and save as new xlsx file (partially supported) f. Diagonal line in cell both in xls and xlsx g. Support isRightToLeft and setRightToLeft on the common spreadsheet Sheet interface, as per existin...BugNET Issue Tracker: BugNET 1.1: This release includes bug fixes from the 1.0 release for email notifications, RSS feeds, and several other issues. Please see the change log for a full list of changes. http://support.bugnetproject.com/Projects/ReleaseNotes.aspx?pid=1&m=76 Upgrade Notes The following changes to the web.config in the profile section have occurred: Removed <add name="NotificationTypes" type="String" defaultValue="Email" customProviderData="NotificationTypes;nvarchar;255" />Added <add name="ReceiveEmailNotifi...????: ????2.0.5: 1、?????????????。RiP-Ripper & PG-Ripper: PG-Ripper 1.4.01: changes NEW: Added Support for Clipboard Function in Mono Version NEW: Added Support for "ImgBox.com" links FIXED: "PixHub.eu" links FIXED: "ImgChili.com" links FIXED: Kitty-Kats Forum loginNew ProjectsAdvanced Task Manager: The Advanced Task Manager is a beautified and easy-to-use Task Manager for Windows, with even a few added features!CashBook: CashBook public beta release. Collect basic information on cashflow in and out of your organisation for your bookkeeper.Digital Image: Projeto academico de código aberto com o propósito de auxiliar na aprendizagem da Computação Gráfica. Desenvolvimento utilizando: C#, ASP .NET MVC e NHibernateFgPop: FgPop is a JQuery script generator starting from FgPop class properties you set. HDI Charts: A Charting Library for ASP.NET with Gantt, Line and Bar Charts. Possibility to draw Calculated Graphs, eg: x² or Interview Test: Interview Testing ProjectMeotom.Net: Meotom.Net is free upload image ...MetroCloud: Sync your cloudMissing Poster: Missing Poster is a tool to assist SAR and police to create and distribute missing person posters in a standardized format. OMAOL Sealer: Der OMAOL Stealer ist ein open source Stealer in C#. Zur Ausführung wird das .Net Framework 2.0 benötigt.Planar Mechanism Kinematic Simulator (PMKS): PMKS returns quick and accurate results for the position, velocity, and acceleration of rigid bodies connected as planar mechanisms.Real Life Library: Using this library, you will be able to make your own simulation of the real life! Just for fun.Smart String Resources: Creates a class to access resx strings with named parameters and provides access to the resource keys to use with attribute-based validations.testdd08162012hg: dfvtestdd08162012tfs01: dsftestddgit08152012: ,.,.testddgit0816201201: vbtesthg08192012hg01: dsTQ Sharepoint 2010 Twitter Feeds webpart: TQ Sharepoint 2010 Twitter Feeds webpart No credential required this webpart searches public tweets based on keyword/topic/trend.Vortex: Vortex is a simple asynchronous network library written in C#, for ease of use and rapid application development.WakeUp SharePoint 2010/2013 with powershell: It also works with ADFS and claims.Windows Azure + SQL Azure Monitoring: Simple Azuer app demonstrating how to add basic monitoring for troubleshooting.WPFP - XPS Document Layouting and Generation: XPS Document Layouting and GenerationXBDesign: a test project onlyYacht Transport Lines: Yacht Transport Lines

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