When using the emulator on this project - https://github.com/davidhauck/MvxSampleCode - I'm seeing a lot of messages like:
09-03 19:08:47.015 I/monodroid-gc( 473): 1813 outstanding GREFs. Performing a full GC!
This document - http://docs.xamarin.com/android/advanced_topics/garbage_collection - provides a good background to why this is happening, but it doesn't help me work out what objects are actually being referenced.
In MonoTouch I know there's a good profiler, but I don't think there's anything similar available in Mono for Android? Is there any way I can walk the current heap to find out what the GREFs are?
Related
To begin with, I understand that Microsoft offers no way to programatically alter the (modern) start menu - on purpose.
Nevertheless, I'm looking for a way to still do it. I might use it to make a tool to sync the start menu between devices - or to automatically place often used items into thematically sorted groups (office, games, tools). The reason is that I have multiple devices, and really suck at manually managing the start menu - so I just use search or the alphabetic list most of the time.
So, does anybody know how to programatically add, remove, edit tiles? I could imagine solutions including:
Using undocumented APIs (can you still call it an API if it is not documented?)
Directly editing the tile database (e.g. TileDataLayer) - downside is that it seems to be a binary format, which is not known, and you'd have to restart the shell for changes to take effect.
Hooking DLLs or poking around in memory - yikes - but not worse than what other "desktop modding" tools like WindowBlinds would do
Using accessibility APIs, or faking mouse/keyboard input - this would most probably work, but it would be a bit spooky seeing the cursor move around, and it seems even more frail than the others.
I searched a bit, and think there is probably no solution available right now, but you can see this as a challenge to come up with a solution :-)
As you say, there isn't a way to do this.
As an alternative, did you know that you can easily find apps to launch by pressing the windows key and then typing the name of the app you want to launch? This is how I launch anything that isn't pinned to my taskbar. The device I'm on and the order of items in a list or what's pinned where become irrelevant when working this way.
I'm looking for an example of multi-threading implementation inside the game toolkit? I have the MultiCube example, but that is for WinForms and I use WPF, and I can't use the game toolkit tools from Direc3D11 because I need an instance of the GraphicsDevice. The MultiCube example is not displaying anything but a black screen, I tried it on several computers. My video card doesn't support command lists, don't know if that has anything to do with it. I was wondering how many models can SharpDX handle, because I have to draw hundreds of small
scaffold couplers, and after adding about a 100 on the default GraphicsDevice, the application slows down and gets locked. Any help would be appreciated.
Regards,
Haris
I was looking for the same thing but I couldn't find any examples. I tried converting the MultiCube example to use the toolkit and got it basically working, still very messy at the moment and needs optimizing, but at least it renders.
https://github.com/PlehXP/SharpDX-Samples/tree/MultiCubeToolkit/Toolkit/WindowsDesktop/MultiCube
I'm looking into making a project with the Kinect to allow my Grandma to control her TV without being daunted by using the remote. So, I've been looking into basic gesture recognition. The aim will be to say turn the volume of the TV up by sending the right IR code to the TV when the program detects that the right hand is being "waved."
The problem is, no matter where I look, I can't seem to find a Linux based tutorial which shows how to do something as a result of a gesture. One other thing to note is that I don't need to have any GUI apart from the debug window as this will slow my program down a fair bit.
Does anybody know of something somewhere which will allow me to in a loop, constantly check for some hand gesture and when it does, I can control something, without the need of any GUI at all, and on Linux? :/
I'm happy to go for any language but my experience revolves around Python and C.
Any help will be accepted with great appreciation.
Thanks in advance
Matt
In principle, this concept is great, but the amount of features a remote offers is going to be hard to replicate using a number of gestures that an older person can memorize. They will probably be even less incentivized to do this (learning new things sucks) if they already have a solution (remote), even though they really love you. I'm just warning you.
I recommend you use OpenNI and NITE. Note that the current version of OpenNI (2) does not have Kinect support. You need to use OpenNI 1.5.4 and look for the SensorKinect093 driver. There should be some gesture code that works for that (googling OpenNI Gesture yields a ton of results). If you're using something that expects OpenNI 2, be warned that you may have to write some glue code.
The basic control set would be Volume +/-, Channel +/-, Power on/off. But that will be frustrating if she wants to go from Channel 03 to 50.
I don't know how low-level you want to go, but a really, REALLY simple gesture recognize could look at horizontal and vertical swipes of the right hand exceeding a velocity threshold (averaged). Be warned: detected skeletons can get really wonky when people are sitting (that's actually a bit of what my PhD is on).
I am new to processing, i found it by searching for "draw with coding" , and i tried it, seems every time i modify the code, i have to stop and render again to get the final result
Is there any way to get updated graph without re-rendering? that can be much more convenient for creating simple figures.
if not, is there any alternative to processing that can draw a graph with coding?
I've used Tikz in Latex, but that is just for Latex, I want something that can let me draw a figure by coding, I've suffered enough though using software like coreldraw, it lacks the fundamental elegance of coding..
thanks alot!
Please have a look at the FluidForms libraries.
easy to setup
documentation and video tutorials
as long as you don't run into exceptions, live code comfortably
if you prefix public variables with param you also get sliders for free :)
Do check out the video tutorials, especially this one:
Also, if using Python isn't a problem I recommend having a look at:
NodeBox
Field
Python is a brilliant scripting language - which makes prototyping/'live coding' easy(although it can be compiled and it also plays nicely with c/c++) and is easy to pick up and a joy to use.
In Processing, you must re-run your program to see the changes (graphically), unless you write code to receive input from the user to dynamically adjust what you are drawing. For creating user interfaces there's for example the controlP5 library (http://www.sojamo.de/libraries/controlP5/).
It doesn't support "live coding" (at least that I know of).
You must re-run the code to see the new result.
If Live coding is what you're looking for, check out Fluxus (http://www.pawfal.org/fluxus/) or Impromptu (http://en.wikipedia.org/wiki/Impromptu_(programming_environment)
I am developing a game in VB6 (plz don't ask me why :) ).
The storyboard is ready and a rough implementation is underway.
I am following a "pure-software-rendering" approach. (i.e. no DirectX, no openGL etc.)
Amongst many others, the following "serious" problems exist:
2D alpha transparency reqd. to implement overlays.
Parallax implementation to give depth-of-field illusion.
Capturing mouse-scroll events globally (as in FPS-es; mapping them to changing weapon).
Async sound play with absolute "near-zero-lag".
Any ideas anyone. Please suggest any well documented library/ocx or sample-code.
Plz do suggest solutions with good performance and as little overhead as possible.
Also, anyone who has developed any games,
and would be open to sharing her/his code would be highly appreciated.
(any well-acknowledged VB games whose source-code i can study??)
UPDATE: Here is a screen shot of GearHead Garage.
This picture ought to describe what i was attempting in words above... :)
(source: softwarepod.com)
EGL25 by Erkan Sanli is a fast open source VB 6 renderer that can render, rotate, animate, etc. complex solid shapes made of thousands of polygons. Just Windows API calls – no DirectX, no OpenGL.
(source: vbmigration.com)
VBMigration.com chose EGL25 as a high-quality open-source VB6 project (to demonstrate their VB6 to VB.Net upgrade tool).
Despite that, and despite my opinion that VB6 is often criticised too harshly, I can't help thinking there must be better options for game development in 2010?
You may want to check out the Game Programming Wiki -- it used to be "Lucky's VB Game Site" (and we're talking a LONG time ago) but all of the content (VB5/6 centric) moved to the Wiki with the addition of other languages.
It appears that much of the legacy VB6 content is still available on the site.
Have a look at DxIce : http://gamedev.digiapp.com/
I think you will find no well-acknowledged written games in VB6 for precisely the reasons you state above.
It was not designed to be a high performance language. For that you NEED to use the graphics libraries (DirectX, OpenGL) you said you didn't want to use unless you want to BitBLT everything yourself using API calls which is probably not going to get what you need.
VB6 is interpreted, outdated, and I'd be surprised if it runs on Windows 7.
I think you need to seriously re-evaluate the methodology here.
For audio playback, I have used http://www.fmod.org/ in the past. This, and other libraries like BASS, are only free for non-commercial use. I also suggest avoiding the built-in multimedia playback object.