Posts

Showing posts from January, 2013

Avoid select image from gallery occur crash

BitmapFactory.Options o = new BitmapFactory.Options(); o.inJustDecodeBounds = true; BitmapFactory.decodeStream(c.getContentResolver().openInputStream(uri), null, o); int width_tmp = o.outWidth , height_tmp = o.outHeight; int scale = 1; while(true) { if(width_tmp / 2 < requiredSize || height_tmp / 2 < requiredSize) break; width_tmp /= 2; height_tmp /= 2; scale *= 2; } BitmapFactory.Options o2 = new BitmapFactory.Options(); o2.inSampleSize = scale; return BitmapFactory.decodeStream(c.getContentResolver().openInputStream(uri), null, o2); http://stackoverflow.com/questions/10773511/how-to-resize-an-image-i-picked-from-the-gallery-in-android/10773946#10773946

Adobe: Changing the game (Flash GAMM Kyiv 2012)

Image
Adobe: Changing the game from Flash GAMM! Stage3D: Extended mode: not on mobile device/only on desktop Baseline mode Constrained mode: in order to support some integrated chip desktop, and remove some features ATF will work for 2D

Unified Shading Architecture

Image
Unified Shader Model, it can make sense to design its computational units so that any of them can run any type of shader. Unified Shader Architecture allows more flexible use of the graphics rendering hardware. For example, in a situation with a heavy geometry workload the system could allocate most computing units to run vertex and geometry shaders. In cases with less vertex workload and heavy pixel load, more computing units could be allocated to run pixel shaders. The GPU (Graphics Processing Unit) in the Tegra 3 Soc has 12 shaders. But, because Nvidia has not followed a unified-shader architecture in this ARM SoC like they've been doing in their PC and MAC discrete graphics cards, 8 of those 12 shaders are reserved for pixel work and the remaining 4 are for vertex. Tegra 4 (24 vertex shader units, 48 fragment shader units) Reference: http://en.wikipedia.org/wiki/Unified_shader_model http://forum.xda-developers.com/showthread.php?t=1367526 http://www.anandt

Debugging AIR Mobile on the ASUS Transformer Prime

Debugging AIR Mobile on the ASUS Transformer Prime (TF201) http://nc-design.net:8080/home/-/blogs/debugging-air-mobile-on-the-asus-transformer-prime-tf201- Close out Flash Builder Backup of the lib/android folder within my Flex 4.6.0 SDK directory which would be located at /Applications/Adobe Flash Builder 4.6/sdks/4.6.0 Used the Android SDK Manager to download the Android 4.0.3 (API 15) package Replaced the aapt, adb, and dx.jar with those from the Android SDK

Designing a Component-based Architecture in Lua for Game Apps

http://www.raywenderlich.com/24878/introduction-to-component-based-architecture-in-games http://www.tomseysdavies.com/2011/01/23/entity-systems/ http://flohofwoe.blogspot.tw/2013/07/entity-component-system-revisited.html

Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look