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For the past few years, I didn't have a version of Visual Studio on my main PC (desktop).
When I have had a bit of personal C# to write -- as for a challenge or similar here -- I used an old Win 8 thingy. Which has Visual Studio 2010 Express installed.
And it was good.
Now I have a proper laptop (Win 11) and I installed Visual Studio 2022 Pro.
Today I was copying projects over to the new system and I tested a few to determine whether or not they still compile. They do, but they had to be upgraded from .net 4 to 4.8 -- which is OK. BUT I had forgotten that some of these have an old Installer project which is no longer supported.
Installers just aren't important enough to me to get me all excited about learning a new tool for creating them. I guess I just won't provide installers anymore.
Or maybe -- just because I probably can -- compile with one version and create installers with the other...
I suppose I can put Visual Studio 2010 Express on here for that.
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I have files in .7z format and need to unzip them to do further manipulation.
is this .7z format the same as .zip format in algorithm?
diligent hands rule....
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Maybe not.
I happened to find a .7z file on my system today and I see that 7zip reports it as "Method = LZMA2:14".
7zip doesn't report a Method for a zip file I checked.
File Explorer can open it, but it's possible it use 7zip to do so. I don't know, but 7zip was one of the first things I installed when I got this system.
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Yesterday, my neighbor disappeared.
Check out my IoT graphics library here:
https://honeythecodewitch.com/gfx
And my IoT UI/User Experience library here:
https://honeythecodewitch.com/uix
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honey the codewitch wrote: Squirrels... cold winter... gathering more nuts than usual.
Yesterday, my neighbor disappeared.
There are no squirrels in Washington D.C. or in any other national or state capital.
Proof: CNN, BBC, ... ad nauseaum
Freedom is the freedom to say that two plus two make four. If that is granted, all else follows.
-- 6079 Smith W.
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Hello all,
I have a customer with one 25 years old robot with an industrial computer and windows 95.
That robot computer came with a big chunky 60GB HDD.
Years ago, I replaced that HDD by a Fujitsu SSD with the same size.
Now the customer wants an extra backup (clever) and asked me to buy another SSD to get an image stored there "just in case".
The smallest SSD I've found is +/- 240GB.
I know OSes have limits, is it possible to partition the SSD to fool the computer and make it work even in a 32Bits windows 95? Is that even necessary? will that not be a solution? and is there any solution for that?
Thank you all in advance...
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yes. I've done it for years. Wait one...
Charlie Gilley
“Microsoft is the virus..."
"the problem with socialism is that eventually you run out of other people's money"
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On one of my embedded projects, the controller OS could only handle DOS-16 - basically nothing larger than 2GB. Now this project started in 2003, it's still deployed. We started with 64MB compact flash. Obviously, over a couple of decades, you simply cannot find these small capacity cards. So, I dug around and came up with the information for resizing the drives.
I mainly used this on Compact Flash cards that were either 4 or 8GB. I have not used it on an SSD, but I cannot think of a reason why it would not work.
Hope this helps.
------------------------------------------------------------------
Before starting, please remember that you can seriously mess things up if you make a mistake using command line disk management. Please make 150% sure you are selecting the correct disk so you don’t format your hard drive. You are solely responsible for anything that happens as a result of using this code 🙂
Instructions for reducing the partition size of a compact flash (CF) card:
Open a command Window (Windows-> Start -> cmd)
Type diskpart
A new window will open up with a “diskpart>” prompt note: if there happen to be network drives, and you are not on the network, this command can take some time.
list disk
select disk n (where n is the number of your CF card)
list volume
select volume n (where n is the number of CF card volume)
clean all (this completely reformats the disk – it will take a while and appear to hang but be patient)
create partition primary (this gives the newly formated CF card a partition so it can be resized)
shrink querymax
This will tell you how much space is currently on available on your CF card. Subtract this from the filesize in MB you want for the final disk than add 1.
For my 4GB disk, shrink querymax returns:
“The maximum number of reclaimable bytes is: 3824MB”
I wanted a final disk size of 2GB which a google search told me is 1954MB so 3824 – 1954 + 1= 1871
shrink desired = 1871 (This tells diskpart to try and shrink the disk by 1871 MB)
Now that the disk is the right size, you can format the partition…
format fs=fat label=”volumelabel”
That’s all it takes.
More info on diskpart commands here:
http://technet.microsoft.com/en-us/library/cc766465(WS.10).aspx
Charlie Gilley
“Microsoft is the virus..."
"the problem with socialism is that eventually you run out of other people's money"
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SSD isn't great for long term storage. They need to be powered on now and then to keep the nand storage active. Rather use a normal HDD for backup and storage.
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Wordle 1,204 3/6*
⬜⬜⬜🟨⬜
⬜🟩🟩🟩⬜
🟩🟩🟩🟩🟩
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Wordle 1,204 4/6
⬜🟨⬜🟨🟨
🟨🟨⬜🟨⬜
⬜🟩🟩🟩🟩
🟩🟩🟩🟩🟩
In a closed society where everybody's guilty, the only crime is getting caught. In a world of thieves, the only final sin is stupidity. - Hunter S Thompson - RIP
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Wordle 1,204 3/6*
⬜🟨⬜⬜🟨
⬜⬜🟩🟩🟩
🟩🟩🟩🟩🟩
"I have no idea what I did, but I'm taking full credit for it." - ThisOldTony
"Common sense is so rare these days, it should be classified as a super power" - Random T-shirt
AntiTwitter: @DalekDave is now a follower!
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Wordle 1,204 4/6*
⬛⬛⬛🟨🟨
⬛⬛🟨🟨🟨
🟨🟩⬛🟩🟨
🟩🟩🟩🟩🟩
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Wordle 1,204 4/6
⬛⬛⬛🟨🟨
🟨🟨⬛🟨🟨
🟨⬛🟩🟩🟩
🟩🟩🟩🟩🟩
Ok, I have had my coffee, so you can all come out now!
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Don't optimize until you have to generally.
But that can sometimes backfire, like when an optimization requires an architecture change.
To save memory and remain flexible, my SVG engine writes its SVGs out using callbacks with color runs and coordinates.
The exception is when
A) your canvas bounds are the same as the bound bitmap bounding box
B) the bitmap is RGBA8888 (32-bit pixels)
I just added an optimization to do direct writes in lieu of using callbacks. It greatly speeds up rendering - if you have the memory for it.
Despite being a totally different way of rendering, I exposed it through a relatively common interface, and automatically direct bind to targets that fulfill A and B:
template<typename Destination>
struct xdraw_canvas_binder {
static gfx_result canvas(Destination& destination, const srect16& bounds, ::gfx::canvas* out_canvas) {
::gfx::canvas result((size16)bounds.dimensions());
gfx_result gr = result.initialize();
if(gr!=gfx_result::success) {
return gr;
}
using st_t = xdraw_canvas_state<Destination>;
st_t* st = (st_t*)malloc(sizeof(st_t));
if(st==nullptr) {
result.deinitialize();
return gfx_result::out_of_memory;
}
st->dest = &destination;
st->dim = (size16)bounds.dimensions();
st->offset = bounds.point1();
*out_canvas=gfx_move(result);
out_canvas->on_write_callback(xdraw_canvas_write_callback<Destination>,st,::free);
out_canvas->on_read_callback(xdraw_canvas_read_callback<Destination>,st,::free);
return gfx_result::success;
}
};
template<>
struct xdraw_canvas_binder<bitmap<rgba_pixel<32>>>
{
static gfx_result canvas(bitmap<rgba_pixel<32>>& destination, const srect16& bounds, ::gfx::canvas* out_canvas) {
::gfx::canvas result((size16)bounds.dimensions());
gfx_result gr = result.initialize();
if(gr!=gfx_result::success) {
return gr;
}
using st_t = xdraw_canvas_state<bitmap<rgba_pixel<32>>>;
st_t* st = (st_t*)malloc(sizeof(st_t));
if(st==nullptr) {
result.deinitialize();
return gfx_result::out_of_memory;
}
st->dest = &destination;
st->dim = (size16)bounds.dimensions();
st->offset = bounds.point1();
*out_canvas=::gfx::helpers::gfx_move(result);
if(bounds==(srect16)destination.bounds()) {
gr=out_canvas->direct_bitmap_rgba32(&destination);
if(gr!=gfx_result::success) {
return gr;
}
} else {
out_canvas->on_write_callback(xdraw_canvas_write_callback<bitmap<rgba_pixel<32>>>,st,::free);
out_canvas->on_read_callback(xdraw_canvas_read_callback<bitmap<rgba_pixel<32>>>,st,::free);
}
return gfx_result::success;
}
};
Here I have a specialization for a general bind and one that binds directly if your pixel format is rgba_pixel<32>
I can then invoke to appropriate method with this lil guy:
template<typename Destination>
static gfx_result canvas(Destination& destination, const srect16& bounds, ::gfx::canvas* out_canvas) {
return xdraw_canvas_binder<Destination>::canvas(destination,bounds,out_canvas);
}
Because I did that, I don't need to change any code that uses ::gfx::draw::canvas<>
Radically different ways of writing, and template specializations to the rescue once again.
A little planning up front led me here, and paid for itself in spades.
Now I have transparent optimization without changing the surface area of my API, even hiding a radical departure in terms of what its draw target is (callbacks vs bitmap writes)
Anyway, as a general rule, I do an optimization pass during many of my design iterations (not version iterations, but process iterations) to make sure I'm not painting myself into a corner. When I do this I assume everything in a critical codepath will need to be optimized. Then I ask myself, "what would that look like and what impact would it have on the final architecture", and I design with that in mind, as I did here.
It's part knack, part luck, and part experience, but optimization shouldn't entirely be ignored during the design phase IMO. Don't optimize, but ask yourself what would optimization do to the design if it has to happen? and then mitigate that in the design.
Check out my IoT graphics library here:
https://honeythecodewitch.com/gfx
And my IoT UI/User Experience library here:
https://honeythecodewitch.com/uix
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The best optimizations are usually design changes. Any optimization that requires an architectural change is a design change.
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I didn't mean to imply otherwise.
Edit: Adding, generally the ones that require design changes are usually "the best" (as in, have the most impact) because they are often what I call algorithmic changes. You can change the way something works as opposed to doing last mile bit twiddling which tends to (except in some cases, like in my SVG direct writes) yield less spectacular results. What I'm talking about in the OP is ways to identify potential areas where a design change might be in order for optimization purposes later, and then designing such that you can shoehorn it in without upending the whole thing.
Check out my IoT graphics library here:
https://honeythecodewitch.com/gfx
And my IoT UI/User Experience library here:
https://honeythecodewitch.com/uix
modified 18hrs ago.
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Lowercase variables require less space.
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Oh'Really?
Religious freedom is the freedom to say that two plus two make five.
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Yep, lowercase tends to use less space on a line when using a variable width font.
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What vitamins do you take? Do you hear voices in your head? You scare me.
<-- in case you missed the humor.
That's some impressive stuff. Templates have always scared me - I don't understand them (confession) but they seem like C++'s version of macros on steroids and PCP. I need to go learn them.
Charlie Gilley
“Microsoft is the virus..."
"the problem with socialism is that eventually you run out of other people's money"
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They are basically that.
I think of them as kind of a mail merge with "smart" (typed) arguments.
A template is a source code generator. The C++ compiler process the arguments using the compiler's type info, and then emits more *textual* C++ code as a result. That result is then fed back into the compiler and parsed, much like a preprocessor macro.
Where templates get primarily confusing is template specializations, but that's where their real power is, and what I'm using above.
The two struct templates are part of the same overall template. The second one is a specialization for when the draw destination is a bitmap<rgba_pixel<32>> . When the compiler sees that it generates the alternate.
Check out my IoT graphics library here:
https://honeythecodewitch.com/gfx
And my IoT UI/User Experience library here:
https://honeythecodewitch.com/uix
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Yup - I understand the basic concept. I think a developer's attitude toward templates (and macros for that matter) depends on their initial exposure to them. I've seen templates used in a) books and b) one project that I support. The book examples tend not to really demonstrate the problem they are trying to solve - it's just dry, it gets complicated and most of the time I hit the location of "what's the point?" How is this really helping me?
The second example - templates in use have to be done correctly if you want to be able to understand the problem they solve. I've seen templates used in code that just make everything more complicated and add unnecessary complexity. Or the template approach used just doesn't make any sense - more of a "hey let's try a template approach..."
I need to go grab some older but much cheaper books on the subject to revisit.
Charlie Gilley
“Microsoft is the virus..."
"the problem with socialism is that eventually you run out of other people's money"
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I taught myself C++ without picking up a book since the 1990s (i had exactly one, and it was crap)**, so there are holes in my knowledge, but what I have learned is practical.
Where templates really open the language up and make it do things no other major language can is metaprogramming.
Metaprogramming is incredibly powerful.
Metaprogramming is confusing, because C++ wasn't designed to do it. Rather, it was discovered and accomplished by stretching the intended purpose of the template keyword well beyond what it was initially designed to do.
Try this on for size - my terminology might be a little off, but the concepts therein are sound:
Metaprogramming in C++: A Gentle Introduction[^]
** Edit: I have to amend that. For some reason I forgot about Accelerated C++, which was actually quite good, if dated now.
Check out my IoT graphics library here:
https://honeythecodewitch.com/gfx
And my IoT UI/User Experience library here:
https://honeythecodewitch.com/uix
modified 3hrs ago.
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