https://searchvoidstar.tumblr.com (programming)
https://videomeltdown.tumblr.com (glitch art)
https://github.com/cmdcolin (github)
https://twitter.com/cmdcolin
Feel free to visit or follow/say hi
; devenv-prefast.bat
call "C:\Program Files\Windows SDK\v6.1\vcvars32.bat"
start "C:\Program Files\Microsoft Visual Studio 8.0\VC\Common7\IDE\devenv.exe" /UseEnv " Example .vimrc here http://www.vi-improved.org/vimrc.php
" Vim colorschemes generator http://inspiration.sweyla.com/code/
" {
set background=dark " we plan to use a dark background
colorscheme inspiration907827
syntax on " syntax highlighting on
" }
XTerm*Background: black
XTerm*Foreground: grey
XTerm*utf8: 1
[August 2009] ATL Best Practice - Use the Visual Studio release
ATL is included in the WDK as a convenience for driver developers who need to create Windows applets for their drivers. ATL should not be used for software development beyond this scope. The ATL that is available through Visual Studio provides a more complete and current set of libraries and should be used for development of software and web applications. Visual C++ Express Edition is available for free from MSDN.
/* Create last.fm object */
var lastfm = new LastFM(
{
apiKey: 'Apply for key at http://www.last.fm/api',
apiSecret: 'Apply for API code at http://www.last.fm/api',
cache: cache
});
/* Success function parses JSON data. note: stringify JSON data before parsing */
function success(json_data) {
var json_string = JSON.stringify(json_data);
var json_parse = JSON.parse(json_string);
var tracks = json_parse.tracks;
}
/* Failure function parses error codes */
function failure(code, message) {
alert(code + ': ' + message);
}
/* Call the api function with JSON format API parameters */
lastfm.library.getTracks({ user: "LastFM Username", artist: "Britney Spears" },
success_function_callback, failure_function_callback);// Texture surfaces with given CreateTexture parameters
// renderTexture is D3DUSAGE_RENDERTARGET, D3DPOOL_DEFAULT
// systemMemTexture is D3DUSAGE_DYNAMIC, D3DPOOL_SYSTEMMEM
// defaultMemTexture is D3DUSAGE_DYNAMIC, D3DPOOL_DEFAULT
pd3dDevice->GetRenderTargetData(renderTextureSurface, systemMemSurface);
systemMemSurface->LockRect(&source, NULL, 0);
defaultMemSurface->LockRect(&dest, NULL, 0);
copy(source.pBits, dest.pBits);
systemMemSurface->UnlockRect();
defaultMemSurface->UnlockRect();

// render-to-texture
graphics->SetRenderTarget( offscreenTexture );
graphics->RenderScene( );
// square is the size of the screen, from back buffer description
VERTEX quad [4] = /* use the BackBufferDescription( ); */
// set shader parameters
shader->SetTechnique( "RenderPostProcess" );
shader->SetTexture( “offscreen_texture", offscreenTexture );
// square is textured by the pixel shader effect
graphics->SetRenderTarget( screen );
graphics->DrawPrimitive( quad );
// render target from effect->settexture
texture offscreen_texture;
sampler2D s = sampler_state {
Texture = <>;
};
// "toon shader"
float4 PostProcessPixel(float2 uv : TEXCOORD0) : COLOR
{
float4 c = tex2D(s, uv_coord);
c.rgba -= (Color.rgba % 0.3f );
return c;
}
technique RenderPostProcess {
pass p0 {
VertexShader = null;
PixelShader = compile ps_2_0 PostProcessPixel ();
ZEnable = false;
}
}

struct VS_OUTPUT
{
float4 Pos : POSITION;
float3 Light : TEXCOORD0;
float3 Norm : TEXCOORD1;
};
VS_OUTPUT VS(float4 Pos : POSITION, float3 Normal : NORMAL)
{
VS_OUTPUT Out = (VS_OUTPUT)0;
Out.Pos = mul(Pos, matWorldViewProj); // transform Position wrt worldview
Out.Light = vecLightDir; // output light vector
Out.Norm = normalize(mul(Normal, matWorld)); // transform normal wrt world
return Out;
}
float4 PS(float3 Light: TEXCOORD0, float3 Norm : TEXCOORD1) : COLOR
{
float4 diffuse = { 1.0f, 0.0f, 0.0f, 1.0f};
float4 ambient = {0.1, 0.0, 0.0, 1.0};
return ambient + diffuse * saturate(dot(Light, Norm));
}

F: Maybe your life have something to do with this.It's pretty funny, it just keeps asking you to explain your reasoning, which is pretty good if you're being irrational in the first place. If you want a pretty good personal psychotherapist you can download it here (http://ftp.gnu.org/pub/gnu/emacs/windows/)
F: What makes you believe your life has nothing to do with this?
F: Can you elaborate on that?
F: Is it because of the people you hang around with that you are going through all this?
F: I would appreciate it if you would continue.
F: Go on, don't be afraid.
F: Is it because of problems at school that you say you say arghh?
F: My secretary will send you a bill.
F: Bye bye.

Directory of C:\Music\Kites - 2007 - Deny 1\Newthe final step is to tag the files and compress the wav. use either musicbrainz or foo_discogs to tag the files, and either foobar2000's converter utility or eac to compress the wav's.
01.wav
02.wav
03.wav
04.wav
05.wav
06.wav
07.wav
08.wav
09.wav
CUESheet.cue
ListPlot[Table[
xn = N[Sin[y*b] + c*Sin[x*b]];
yn = N[Sin[x*a] + d*Sin[y*a]];
{x = xn, y = yn},
{i, 0, 10000}]]

Iter[list_] :=
{
{{x, y}} = list;
xn = N[Sin[y*b] + c*Sin[x*b]];
yn = N[Sin[x*a] + d*Sin[y*a]];
{xn, yn}
}
FSystemsPlot[l_, ax_, bx_, cx_, dx_] :=
{
a = ax; b = bx; c = cx; d = dx;
list = NestList[Iter, {{0.1, 0.1}}, 10000];
ListPlot[Flatten[list,1]]
}]