View allAll Photos Tagged debugging

Left to Right: Karthik Bhandarkar, Clayton Dailey, Michael Toennies

After several rounds of debug revisions, Kirika Butterfly is finally ready for first print!

 

www.shapeways.com/product/TRWXP3Z7P/kirika-butterfly-hair...

  

Soldering of the I2C debug port in progress :-0

Is it a fake now, or just debugged?

How to debug a C/C++ program with GDB command-line debugger​​

 

If you would like to use this photo, be sure to place a proper attribution linking to xmodulo.com

Throw-up graffiti by Debug, seen in London, England.

Hello, all right?

 

These pictures were taken using the following mods:

 

- Debug console enabler;

- Improved sign effects;

- PhotoMode 2inOne; and

- STLM; and

- Swamp zone lighting mod.

Tile frustum light culling using an OpenCL kernel that divides the screen up into 32x32 pixel tiles. For each tile, the kernel then finds the minimum and maximum Z depth of the pixels in that tile through a reduction.

 

With this information, a bounding frustum is created for each tile and each point light's position + attenuation (affected area) in view space is then culled against this frustum.

 

The idea is that you can then get a list of all the lights that are affecting each tile, cutting down on the number of fragments you need to process for shading. In the lighting shader, you figure out which tile the frag coords fall under and then shade using the lights listed in that tile's light index buffer.

 

This can be used in both deferred rendering as well as forward rendering (and extended in Forward+ rendering). Looking forward to trying out light indexed forward rendering... I'm a little sick of no transparency and material challenges with full deferred ;)

 

I'm currently using 2 separate kernels for min/max reduction and light culling - need to combine these as a next step for speed.

 

Debug view of the buffers used for light culling - Final Render, Linear Depth Buffer, Min Z for each tile (Max Z is also calculated, but not displayed in this debug view), Light "heat map" showing number of lights affecting each tile (provides a visual idea of how much processing each tile will need to perform, not actually used for rendering).

Video of Flatland in 3D mode with wireframes and bounding boxes (courtesy of the API I'm using). While it looks interesting, it's not terribly practical and this "feature" won't be in the final version.

debug commands

SRWE for res

Flawless widescreen

cropped the HUD out

Fed up with wiring up LEDs just for debugging code. Now it's just 'plug-n-play'.

 

Shipping of the boards took 4 weeks again ;-(

 

A few theories:

 

1) Mailing in December simply sucks

2) Someone at the customs office hates me

3) New regulations to pester people by delaying shipments

4) Extensive scanning of mail for illegal / hazardous substances

5) Some sort of conspiracy against purple PC-boards

6) All of the above

 

A simple Arduino-library for the MBI5030 can be found on github.

 

The Witcher 3: Wild Hunt | Downsampled from ~32MP | Debug Console | HD Reworked Project | Photomode 2inOne | Debug Console Extensions | High Quality Faces | Nvidia Ansel |

Connecting the logic analyzer again to test the radio communication stability. I'm trying to use SPI as fast as possible but going just a bit too fast sometimes gives strange results.

San Jose, California, USA. Shot with a Canon F1 with Canon FD 50mm 1.2L lens, on Kodak Trix 400 at f3.5 1/500. Developed with D76 and scanned using a Minolta Dimage Multi II.

Debug...

Debug...

Debug...

DEBUG!

debug...

In the toilets (toolets?) above the urinals (oorinals?) in the Googleplex

 

P1000755

working on a new structured light 3d scanning technique that's slower, higher quality. coming across some great artifacts while debugging.

 

there are three separate images here. in each, x axis is time, y axis is from a single row of a camera that is looking at a computer screen.

I was right to be suspicious. Looking at the same data in one of Pajek's 3D modes we can immediately spot at least one problem.

 

The two isolates (circled) really shouldn't exist. There's no way that a crawl of two users' "friends" (the people that they follow) could throw up isolates.

 

And are there really no friends in common? That sounds suspicious. We'll re-test with a known data set.

 

Onwards and upwards

 

For more on this, see this post on Twitter Social Network Analysis

2349x3325 (Photomerge)

Debug Console Enabler

Wild Hunt: ReShaded

Abusing a USB gecko to debug Wii U stuff.

Barcamp debug dans les locaux de Seine Innopolis à Petit-Quevilly

No, really, they were trying to track down a bug.

4K ( x2 Manual Panorama)

Debug Console Enabler

Wild Hunt: ReShaded

each port expander (PE) has its own debug bargraph led chip (right). to latch the relay, write 'x' and 'binary-invert-x' to the 2 PE's. each relay will then be clicked into the '0' or '1' position.

 

NB: this is not what the final product will look like (lol). it is very handy to be able to see the byte values of the PE chips and so I soldered the display chips directly to the back of the board. not recommended as a general soldering technique but it does seem to work ;)

 

Dark Souls Remastered

 

• Debug Menu (free camera and timestop. FOV cannot be changed in free camera mode, it is locked)

• 9400x5400 (cropped and downsampled)

• Reshade

Early days of the control software for a sound reactive light installation for a client, in full debug mode.

 

Don't have the design of the structure/final light positions yet so it's all just a bit random.

 

Using the excellent code from here:

visiblevisible.org/teaching/avsys/blog/?p=48 ( based on www.davebollinger.com/works/p5/fftoctana/ ) to get nice clean bins to work with.

 

Sound comes in, beat detection is done at different frequencies and triggers lights via DMX, what exactly the reaction of the lights will be is going to depend a bit on the final design of the structure.

 

some unfortunate debugging results

Elite Dangerous 1.3

Reshade Framework 18.7

 

Debug freecam

 

She is all back together after some debug adjustments.

Silicon Valley Debug is a kind of activist organization. They also have a darkroom, but unfortuately they don't give classes at times I can attend.

@dMaggot explicando el área de Debugging del BST

En pleno Enero un bicho vino volando y se paró al lado del bicho del depurador.

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People do and say stupid things when they are debugging

- Reshade 3.1.1

- Debug mode/freecam/pause

- Wuss mod

 

Trace step by step for any bugs and errors till you get a perfect automation job that works smoothly

#FixTheWorld or #GiveUP newsletter no.33

 

Debugging Democracy: How Polarisation and #Deepfakes Manufacture Reality

 

The Invisible Hands Dismantling Democracy = #TruthDecay 😱

 

Civil war is arriving near U soon!!??

 

Can we #FixOurWorld 👩‍🏭?

 

check out full blog post here: 👉 tiny.cc/TruthDecay_Flickr

 

8 more dalle3 creations in the blog post, click through to see which one you like/prefer!

 

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