uncleflo

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Some cool dude. Higher order of decision making. Absolute.

Registered since September 28th, 2017

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CMake Tutorials for Beginners

https://courses.technocupid.com/courses/cmake

Saved by uncleflo on April 10th, 2021.

Learn the most powerful and recommended way of building the C++ projects Building a C++ Project using G++, CMake Installation, and other features.

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wxWidgets: Cross-Platform Development Tips

https://docs.wxwidgets.org/3.0/page_multiplatform.html

Saved by uncleflo on April 10th, 2021.

This chapter describes some general tips related to cross-platform development. The main include file is "wx/wx.h"; this includes the most commonly used modules of wxWidgets. The file "wx/wxprec.h" includes "wx/wx.h". Although this incantation may seem quirky, it is in fact the end result of a lot of experimentation, and several Windows compilers to use precompilation which is largely automatic for compilers with necessary support. Currently it is used for Visual C++ (including embedded Visual C++), Borland C++, Open Watcom C++, Digital Mars C++ and newer versions of GCC. Some compilers might need extra work from the application developer to set the build environment up as necessary for the support.

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Media Player Classic - Home Cinema

https://mpc-hc.org/

Saved by uncleflo on October 8th, 2018.

MPC-HC is an extremely light-weight, open source media player for Windows®. It supports all common video and audio file formats available for playback. We are 100% spyware free, there are no advertisements or toolbars. Media Player Classic - Home Cinema is an extremely light-weight media player for Windows. It is written in C++. Supports GPU assisted decoding. Translated in 42 languages.

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Hello World Example - wxWidgets

http://docs.wxwidgets.org/stable/overview_helloworld.html

Saved by uncleflo on November 14th, 2016.

This page shows a very simple wxWidgets program that can be used as a skeleton for your own code. While it does nothing very useful, it introduces a couple of important concepts and explains how to write a working wxWidgets application. First, you have to include wxWidgets' header files, of course. This can be done on a file by file basis (such as wx/window.h) or using one global include (wx/wx.h) which includes most of the commonly needed headers (although not all of them as there are simply too many wxWidgets headers to pull in all of them). For the platforms with support for precompiled headers, as indicated by WX_PRECOMP, this global header is already included by wx/wxprec.h so we only include it for the other ones:

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Brian’s 10 Rules for how to write cross-platform code

https://www.backblaze.com/blog/10-rules-for-how-to-write-cross-platform-code/

Saved by uncleflo on July 19th, 2016.

I’ve had a lot of success in my 20 year software engineering career with developing cross platform ‘C’ and ‘C++’ code. At Backblaze, we just released the Mac beta version of our online backup service, so I thought it an apt time to discuss my 10 rules for writing cross-platform code. We develop an online backup product where a small desktop component (running on either Windows or Macintosh) encrypts and then transmits users’ files across the internet to our datacenters (running Linux.) We use the same ‘C’ and ‘C++’ libraries on Windows, Mac, and Linux interchangeably. I estimate it slows down software development by about 5 percent overall to support all three platforms. However, I run into other developers or software managers who mistakenly think cross platform code is difficult, or might double or triple the development schedules. This misconception is based on their bad experiences with badly run porting efforts. So this article is to quickly outline the 10 simple rules I live by to achieve efficient cross platform code development.

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Same Side Technique, Point in triangle test

http://www.blackpawn.com/texts/pointinpoly/

Saved by uncleflo on February 22nd, 2015.

A common way to check if a point is in a triangle is to find the vectors connecting the point to each of the triangle's three vertices and sum the angles between those vectors. If the sum of the angles is 2*pi then the point is inside the triangle, otherwise it is not. It works, but it is very slow. This text explains a faster and much easier method.

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Ray(/segment)-triangle intersection tests for dummies :P

http://hugi.scene.org/online/hugi25/hugi%2025%20-%20coding%20corner%20graphics,%20sound%20&%20synchronization%20ken%20ray-triangle%20intersection%20tests%20for%20dummies.htm

Saved by uncleflo on February 22nd, 2015.

There are various ray-tri tests around. I'll describe a few of the most interesting ones because I think that there's no "definitive" ray-tri intersection. Much depends on the type of application you're going to develop. Some methods are faster if most of the tests are positive (hit), some if they are not (early rejection). Some use lots of memory to precalculate as much as possible so they are very fast for scenes with no cache-hit problems (for examples in scenes with not so many, big triangles and spatial subdivision), while others use less memory and no precalc. etc... The precalculation option is often important so I'll talk about it more here. There are two kinds of precalculations that could be useful: per-frame precalculation (something that can be precalculated for the entire scene, for every triangle, and that just needs to be updated if the triangles are animated, if it changes their position in the next frame). The other type is per-ray-bundle precalculation.

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Intersections of Rays, Planes and Triangles (3D)

http://geomalgorithms.com/a06-_intersect-2.html

Saved by uncleflo on February 22nd, 2015.

The intersection of the most basic geometric primitives was presented in the Algorithm 5 about Intersections of Lines and Planes. We will now extend those algorithms to include 3D triangles which are common elements of 3D surface and polyhedron models. We only consider transversal intersections where the two intersecting objects do not lie in the same plane. Ray and triangle intersection computation is perhaps the most frequent nontrivial operation in computer graphics rendering using ray tracing. Because of its importance, there are several published algorithms for this problem (see: [Badouel, 1990], [Moller & Trumbore, 1997], [O'Rourke, 1998], [Moller & Haines, 1999]). We present an improvement of these algorithms for ray (or segment) and triangle intersection. We also give algorithms for triangle-plane and triangle-triangle intersection.

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The OpenGL ® ES Shading Language

https://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf

Saved by uncleflo on February 22nd, 2015.

Language Version: 1.00; Document Revision: 17; 12 May, 2009; Editor: Robert J. Simpson (Editor, version 1.00, revisions 1-11: John Kessenich)

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Creating a shared and static library with the gnu compiler [gcc]

http://www.adp-gmbh.ch/cpp/gcc/create_lib.html

Saved by uncleflo on February 8th, 2015.

Here's a summary on how to create a shared and a static library with gcc. The goal is to show the basic steps. I do not want to go into the hairy details. It should be possible to use this page as a reference.

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MoSync testProgram httpPost main.cpp

http://mosync.googlecode.com/svn/MoSync/branches/native-ui/testPrograms/httpPost/main.cpp

Saved by uncleflo on February 8th, 2015.

Mosync code, that demonstrates the use of procedural code in a CPP file. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License, version 2, as published by the Free Software Foundation.

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OpenGL Mathematics

http://glm.g-truc.net/0.9.5/index.html

Saved by uncleflo on December 7th, 2014.

OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specification and released under the MIT license. This library provides classes and functions designed and implemented following as strictly as possible the GLSL conventions and functionalities so that when a programmer knows GLSL, he knows GLM as well, making it really easy to use. This project isn't limited to GLSL features. An extension system provides extended capabilities: matrix transformations, quaternions, half-based types, random number generation, procedural noise functions, etc.

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Ray / Triangle intersection code - Math and Physics - GameDev.net

http://www.gamedev.net/topic/447861-ray--triangle-intersection-code/

Saved by uncleflo on December 7th, 2014.

Hallo, Im working on the collision detection part of my program and have it partially working. Right now it works in some cases, but fails in other A triangle made like this works.

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libudev Reference Manual

http://www.freedesktop.org/software/systemd/libudev/index.html

Saved by uncleflo on August 31st, 2013.

For version 206 — the latest version of this documentation can be found at http://www.freedesktop.org/software/systemd/libudev/ .

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Bitcoind - Bitcoin

https://en.bitcoin.it/wiki/Bitcoind

Saved by uncleflo on May 16th, 2013.

Bitcoind is a program that implements the Bitcoin protocol for command line and remote procedure call (RPC) use. It is also the first Bitcoin client in the network's history. It is available under the MIT license in 32-bit and 64-bit versions for Windows, GNU/Linux-based OSes, and Mac OS X. Prior to version 0.5, this service-provider client used a wxWidgets GUI as its default GUI. It is now instead bundled with Bitcoin-Qt.

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Creating New MAUI Screens | MoSync Guide/Tutorial

http://www.mosync.com/documentation/tutorials/creating-new-screens

Saved by uncleflo on February 6th, 2013.

The Screen is the container for the widgets you want to display. It contains functionality so screens know which one is visible, and they can be shown with one command. When you are creating your application, you will probably want to create screens with different information. To create a new screen at design time, you need to inherit from MAUI::Screen. When you create a new MAUI application in MoSync, then you get some example code to do this. I’ve built a new screen here to show a menu.

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Using Resources in a Project | MoSync Guide/Tutorial

http://www.mosync.com/documentation/tutorials/adding-resources-mosync-project

Saved by uncleflo on February 6th, 2013.

The resource compiler is part of MoSync's Pipe-Tool (pipe-tool.exe). When you build your application in Eclipse, the resource compiler concatenates all the resources your program needs into a file called "resources" and then it creates an index by which your program can access the resources. When it runs, the resource compiler looks for resource list files in your project. Resource list files are files that end with the .lst extension. Each resource list file references one or more resources. You don’t have to do anything special to make this work, you just need to create a file with a .lst extension and identify in it what resources you want to be included in the final packages.

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4.7 — Structs « Learn C++

http://www.learncpp.com/cpp-tutorial/47-structs/

Saved by uncleflo on July 5th, 2012.

There are many instances in programming where we need more than one variable in order to represent something. For example, to represent yourself, you might want to store your name, your birthday, your height, your weight, or any other number of characteristics about yourself.

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A. Vedaldi - Code - SIFT++

http://www.vlfeat.org/~vedaldi/code/siftpp.html

Saved by uncleflo on June 16th, 2012.

The binary distribution contains a single executable file sift for each architecture (for instance, glx/sift for GNU/Linux). Due to linkage issues with the C++ ABI the provided binary could not work; in this case it is recommended to compile your own version of the program.

This code does not provide any tool for visualizing or matching keypoint. For these, you can look here. See also the FAQ therein for useful informations and warnings.

The directory data/ contains a PGM image img3.pgm that we use to test the sift executable.

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NBC - NeXT Byte Codes, Not eXactly C, and SuperPro C

http://bricxcc.sourceforge.net/nbc/

Saved by uncleflo on March 21st, 2012.

Next Byte Codes (NBC) is a simple language with an assembly language syntax that can be used to program LEGO's NXT programmable brick (from the new LEGO Mindstorms NXT set). Download the NBC Guide for detailed information about the NBC language. You can also access online API help for NBC or download a compiled HTML help file. Not eXactly C (NXC) is a high level language, similar to C, built on top of the NBC compiler. It can also be used to program the NXT brick. NXC is basically NQC for the NXT. To compile NXC programs just use the NBC compiler with source code files that have a .nxc file extension. A reference guide for NXC is available. You can also access online API help for NXC or download a compiled HTML help file. To take advantage of multi-dimensional array support and native shift operations be sure to download the enhanced NBC/NXC firmware and install it on your NXT.

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How To Make Sense Of The .bmp Format - C++ Tutorials | Dream.In.Code

http://www.dreamincode.net/forums/topic/26936-how-to-make-sense-of-the-bmp-format/

Saved by uncleflo on March 15th, 2012.

I would read up on using structs in C++ if you do not know how to use them. This is important for this tutorial. .bmp files (Windows BMP) commonly come in 8-bit or 24-bit formats. Working with 8-bit images can actually be difficult so I will cover 24-bit bitmaps in this tutorial since they are easier to understand (and look nicer too :) ). The first thing you should always do when handling a program that uses Windows is to include the windows.h header.

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C++ Tips & Tricks: Bitmap Tutorial: Loading and Saving Bitmaps

http://tipsandtricks.runicsoft.com/Cpp/BitmapTutorial.html

Saved by uncleflo on March 15th, 2012.

The windows bitmap file format (.bmp) is the most widely used image file format on windows (next to .jpg), and there are many occasions a program or game has to be able to load or save bitmaps ( raytracers and other non-realtime renderers should be able to save their output in .bmp format, games might have to load them as textures etc. ).
Unfortunately .bmp files are not as straightforward as for example .png image files and provide quite a problem for newbies since it's not that easy to figure out how to use them when without a library or API.

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Pointers - C++ Documentation

http://www.cplusplus.com/doc/tutorial/pointers/

Saved by uncleflo on March 13th, 2012.

We have already seen how variables are seen as memory cells that can be accessed using their identifiers. This way we did not have to care about the physical location of our data within memory, we simply used its identifier whenever we wanted to refer to our variable. The memory of your computer can be imagined as a succession of memory cells, each one of the minimal size that computers manage (one byte). These single-byte memory cells are numbered in a consecutive way, so as, within any block of memory, every cell has the same number as the previous one plus one. This way, each cell can be easily located in the memory because it has a unique address and all the memory cells follow a successive pattern. For example, if we are looking for cell 1776 we know that it is going to be right between cells 1775 and 1777, exactly one thousand cells after 776 and exactly one thousand cells before cell 2776.

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Open-source C++ Video Creation Library for Windows: Create Movies From HBitmaps

http://gpalem.web.officelive.com/createmovie.html

Saved by uncleflo on February 14th, 2012.

As every one knows a video is a sequence of images or bitmaps. And also it is known that HBitmap is the basic ingredient of Bitmap. And we have lots of HBitmaps with us in all our windows applications whether they are animations or just static interfaces. And it is high time for all of us to save all those beautiful sequence of HBitmaps into a file and call it as movie or animation or demo, you name it. The following presents a way of creating a Movie (avi/wmv/mov) from a sequence of HBitmaps. The required functionality has been wrapped in appropriate classes like CAviFile, CwmvFile and CQTMovieFile. Using these classes is fairly simple and involves a single function call AppendNewFrame(); All the necessary initialization (like frame rate settings etc.) would be taken care by the class itself when the AppendNewFrame() is called for the first time (except for the QuickTime class. It has its own Graphics world that need to be initialized explicitly through a call to InitGraphicsWorld()).

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Independent JPEG Group

http://www.ijg.org/

Saved by uncleflo on February 14th, 2012.

IJG is an informal group that writes and distributes a widely used free library for JPEG image compression. The first version was released on 7-Oct-1991. The current version is release 8d of 15-Jan-2012. This is a stable and solid foundation for many application's JPEG support. You can find our code and some supporting documentation in the directory files. There is a Unix format package in tar.gz archive format jpegsrc.v8d.tar.gz and a Windows format package in zip archive format jpegsr8d.zip. To learn more about how to use JPEG, see the JPEG FAQ. If you'd like to learn about how JPEG works, start with the comp.compression FAQ. The ISO/IEC JTC1/SC29/WG1 standards committee (also known as JPEG, together with ITU-T SG16) has their own web site. IJG is not affiliated with the ISO committee. IJG development continues. Advanced features are being prepared for coming releases...

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