My window content disappears after a few seconds - directx

I programmed with DirectX 9 / OpenGL and C++ some years ago and I wanted to start a new hobby project with SharpDX and DirectX 11. I made the first basic steps and everything looks nice, but I only the opened my application and saw, that everything's as expected and closed them afterwards.
Today, my application was opened for about 20 seconds and suddenly my whole window content disappeared. I checked the official SharpDX samples and I had the same problem with the official MiniTri sample from SharpDX. Finally, I tested the offical samples from Microsoft in Microsoft DirectX SDK (June 2010)'s Direct3D11 Tutorial 02, which does nothing more than showing a colored triangle. Even the official sample from Microsoft (which does neither use SharpDX nor C#) has the same issue on my computer. Of course, I used my favored search engine for quite some time, but I was not able to find anyone with the same issue. Maybe I searched for the wrong keywords.
After around 14-20 seconds, the content (i.e. vertices) of the window disappear. I have no rotation, animation, movement or anything, just simple triangles with a simple color.
I'd be very happy, if you can help me!

I spent several hours to figure out, why some simple official SharpDX and DirectX tutorials do not work correctly on my machine. Finally, I decided to ignore that issue and contine with the development of my game. It was a great decision since it turned out, that I don't have any issue with the advanced tutorials! The MultiCube sample from SharpDX worked very well and its content did not disappear. So, I figured out that my problem does not occur, if my graphics card is kept busy. I continued my development while running Fallout 4 minimized in the background. Developing this way, my content did not disappear.
I started to implement a user interface for my game using Direct2D1 (with SharpDX). It turned out that using Direct2D1 solves my issue and the content stopped to disappear.
I am not absolutely sure what caused my issue, but apparently my GPU got bored and stopped rendering my simple primitives. :-D Using Direct2D1 for UI solves this problem anyhow.

Related

Where did these OpenGL ES XCode performance detectives go?

I just watched a WWDIC on OpenGL es that had Xcode version 4. I was so pumped to learn about all these cool tools that Xcode has (because I am having some really weird performance issues), however I can't find most of them.
I can't find the part of Xcode where their is an "Analyze Performance" button that runs experiments on your frame a bunch of time (varying things) until it gets you a list of things effecting your performance such as shaders.
Also when I opened up my app in Instruments GL Tool I can not find the part where it tells how long each gl command takes.
Ok from my understanding these tools are now built into the frame capture, however I personally see them as having less data then shown in the WWDIC talk. Oh well!

Roll overs in interactive pdfs for iPad—nothing is working

I'm having a problem with making roll overs work in an interactive pdf for iPad and mobile devices. I've spent hours looking for a resolution, but have found nothing for this specific issue...
What I have is sections in the document where the viewer can answer questions via check boxes. The check boxes work fine. However the check boxes for the incorrect answers trigger, on roll over, a 'pop-up' window that will nudge them to the correct answer. I have tried doing this through InDesign at the design stage and through Acrobat. Right now the functionality is primarily through Acrobat (seems to be closer to the end goal).
I'm not sure if it's as simple as a setting or what? Any assistance would be greatly appreciated. More specific information can be given if needed. Thanks!
You have to look at the "documentation" for the various PDF viewers for iOS, and see what they support.
Opposed to the Windows and OSX platforms, Adobe Reader for iOS (and Android) is mediocre at best, when it comes to JavaScript support (which is most likely the base for the rollovers). For iOS, the leader of the pack is PDFExpert by Readdle. With some luck, this PDF viewer may support what you want to accomplish.

Safari crashes on zoom viewport settings above 1.3

For some reason, an application we're working on at dynalog-qa.catalogs.com seems to consistently crash as soon as the zoom level is above 1.3. This only happens on iOS and isn't occuring on my iOS simulator. It's extremely hard to debug, of course, because the logs provide mostly machine code and a bunch of stuff that I'm unable to understand.
So far, we've tried quite a few things:
Removing any calls to webkit animations / transitions
Removing a large (and often troublesome and buggy) JS plugin turn.js from the repository
Changing the meta viewport user-scalable setting (we tried various increments and found that at 1.3, the crashing stopped)
Unfortunately, this entire site is a Backbone application, so many articles suggestion to remove Javascript won't help much (because we can't really test without Javascript).
I know this is an insanely hard issue to debug and test, much less explain––but that being said, anyone's help or advice would be as always greatly appreciated.

Is XNA still used for Windows game development?

Last time I looked at XNA it was at version 4 and you could use it to develop C# games that ran on Windows, or Windows Phone, or Xbox 360.
Just been poking around again and I can't get any sense out of what the current state of play is.
The emphasis is very very much on Windows phone 7.5, then to a lesser extent 360, and for Windows you just get pointed at the DirectX SDK.
Has it been re-envisioned again? At some point I remember the C# version disappeared and you only had the C++ version, I sort of lost interest then.
Thanks
It is still used for windows 7 development. And runs fine. I use it all the time.
The future of it for windows 8 is unclear. All the topic on different sites are just ideas, and nobody "really" seems to know. Its just rumors really. So we will just have to see.
Apparently Windows 8 can run it in desktop mode, But not metro. As it seems Microsoft just loves HTML 5 and JS now.
I wouldnt say its focused on XBOX and Wp7 completely, alot of those games dont seem to be very good, and it dosent seem to have attracted big AAA titles to those platforms, But I have seen many nice games with XNA for windows (Terraria, Magicka)

IPad and Openframeworks

Can someone point me in the right direction to learning how to use Openframeworks to develop and IPad app. Perhaps some good tutorials, I can't seem to find any good documentation.
The docs of openFrameworks is quite outdated. But you can discover OF through the examples. Just download the iPhone package here: http://www.openframeworks.cc/download and follow the instructions in the included readme. I think a good start is, try to get the examples running on your device and start to modify the examples. If you have any further questions, the people here --> http://forum.openframeworks.cc/ will be happy to help you out.
For a more in-depth discover of openFrameworks, look at the inofficial doxygen docs here --> http://ofxfenster.undef.ch/doc/
Getting OF running on iPad is actually pretty much the same thing as running on iphone.
have you got it running before?
if you haven’t, first thing is you need to pay Apple $99 if you want to run it on real device,
otherwise it’s free to try on the simulator.
there is some instructions on OF site for the first run,
just go through it these complicated stuffs only need to be done once:
http://www.openframeworks.cc/setup/iphone/
(the guide is totally not updated at all, but it’s pretty much the same process with minor UI difference)
Any iOS OF example should runs on iPad the same way as iPhone does.
but to get iPad native resolution, you’ll have to change it manually.
it's in Application>General and in Deployment Info change the Devices drop down to iPad. (screenshot attached)
try it with any iOS examples
and if you want to put any code for mac version,
just make a copy of any iOS example and hand paste the code in appropriate void,
they are pretty much the same except mouse event vs touch event.
which a bit different in logic but just play around with it. not too hard to get used to.
basically touch events are touch.x/touch.y instead of mouseX mouseY.
(and touch events are private to each void so you might need other variables to pass it somewhere else)
I don't have a forum link but there was an openframeworks forum question on this just last week and folks posted a number of sites that have good examples/tutorials. Here's one on doing pixel operations for graphic effects:
http://itp.nyu.edu/varwiki/Syllabus/Pixels-S10

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