![]() Git does a lot of things better than any other VCS: ![]() SVN and other VCSs may take so long that a developer who is, say, trying to trace the changes that caused a bug may feel it’s easier to go through the code himself than run a ‘diff’ against the last known good version! That is, these VCSs have the tools but it’s a pain to use them! (P) common VCS operations do not need network or server access, and are blazingly fast. Merge-conflict resolution happens on much smaller units instead of one huge chunk of code dumped on the repo! In SVN, every commit goes to the server, forcing commits to be large and monolithic, in turn causing every merge to be a serious exercise rather than a couple of minutes work. (P, M) devs make lots of small commits instead of one humongous commit – much easier for code review, debugging, cherry-picking, and merging with other changes. In SVN, a successful side project is forced to enter the main project as one large chunk of code, which seriously affects future maintainability. If the experiment worked, you bring it into the main repo (without losing the individual commits), otherwise you toss it. (P, M) devs can create local branches without polluting the central server – experimental features can be developed and tested “on the side”, with full revision control and granular commits. Also, SVN may become confused when files are modified and renamed in the same commit.) That is not the only brittle aspect renames and merges don’t mix well, apparently. (M) handles file renames correctly helps in refactoring (in SVN, a rename is handled as a delete of the old file plus an add of the new file, and it is only tracked as such if you explicitly told svn about the rename. (P) handles merges automatically (in fact SVN doesn’t really “handle” merges merge history must be manually recorded and managed, and it’s almost impossible to have 2 branches merging regularly in SVN without a lot of pain for the integration team) Git’s advantages over SVN (all of them affect productivity and/or maintainability, indicated in parens as P or M) are: If there are errors in the SVN part of this description please let me know. What follows is my understanding of the SVN scenario, from various sources. ^^as Churchill said, so much to do, and so little time in which to do it… ( sigh)^^ Lots of SVN info is scattered in a few other files in this directory eventually it should all be pulled into this file. Gitolite documentation has another /gitolite in the URL, so "" and so ALL my git related stuff gets carried over. That's just an artifact of "" being translated to For people who think SVN is good enough -)Īlthough this page has a "" URL, this is not about gitolite.
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![]() cmake -G "Visual Studio 11 2012" -A ARM.cmake -G "Visual Studio 11 2012" -A 圆4.cmake -G "Visual Studio 11 2012" -A Win32.Projects (JavaScript, Database, Website, etc.) are not supported. Generator using the name “Visual Studio 11” without the year component. Generates Visual Studio 11 (VS 2012) project files. ![]() Via the cmake(1) -T option, to specify another toolset. The CMAKE_GENERATOR_TOOLSET option may be set, perhaps The v100 toolset that comes with Visual Stuis selected byĭefault. cmake -G "Visual Studio 10 2010" -A Itanium.cmake -G "Visual Studio 10 2010" -A 圆4.cmake -G "Visual Studio 10 2010" -A Win32.Projects (Database, Website, etc.) are not supported. Only Visual C++ and C# projects may be generated. Generator using the name Visual Studio 10 without the year component. Generates Visual Studio 10 (VS 2010) project files.įor compatibility with CMake versions prior to 3.0, one may specify this Specify target platform matching a Windows CE SDK name. (Specify a target platform matching a Windows CE SDK name.)įor compatibility with CMake versions prior to 3.1, one may specifyĪ target platform name optionally at the end of the generator name. cmake -G "Visual Studio 9 2008" -A Itanium.cmake -G "Visual Studio 9 2008" -A 圆4.cmake -G "Visual Studio 9 2008" -A Win32.Via the cmake(1) -A option, to specify a target platform The CMAKE_GENERATOR_PLATFORM variable may be set, perhaps The default target platform name (architecture) is Win32. It is still possible toīuild with VS 2005 tools using the NMake Makefiles generator. The generator has been removed since CMake 3.12. This once generated Visual Stuproject files, but It is still possible toīuild with VS 7.1 tools using the NMake Makefiles generator. The generator has been removed since CMake 3.9. It is still possible toīuild with VS 7.0 tools using the NMake Makefiles generator. The generator has been removed since CMake 3.6. It is still possible toīuild with VS 6 tools using the NMake Makefiles generator. Generator has been removed since CMake 3.6. This once generated Visual Studio 6 project files, but the One may launch CMake from any environment. Since the IDEs configure their own environment These generators support Integrated Development Environment (IDE) Kitware maintainsĪ branch of Ninja with the required features on /Kitware/ninja. As of this version of CMake the neededįeatures have not been integrated into upstream Ninja. The Ninja generator conditionally supports Fortran when the ninja Project through the install (or install/strip) target.įor each subdirectory sub/dir of the project, additional targets ![]() Program to build the project through the all target and install the ![]() Runs the package step in the subdirectory, if any.Ī build.ninja file is generated into the build tree. Runs the test step in the subdirectory, if any. Removes symbols information from generated binaries. The CMAKE_STRIP variable will contain the platform’s strip utility, which Runs the install step in the subdirectory followed by a CMAKE_STRIP command, Runs the install step in the subdirectory, if any. The all target and install the project through the installįor each subdirectory sub/dir of the project a UNIX makefile willīe created, containing the following targets:ĭepends on all targets required by the subdirectory. UseĪny standard UNIX-style make program to build the project through To build under the MSYS shell, use the MSYS Makefiles generator.Ī hierarchy of UNIX makefiles is generated into the build tree. The generated makefiles useĬmd.exe as the shell to launch build rules. MinGW (Minimalist GNU for Windows) in the PATHĪnd using mingw32-make as the build tool. Use this generator under a Windows command prompt with Generates makefiles for use with mingw32-make under a Windows command To build under a Windows command prompt, use the They are not compatible with a Windows command prompt. The generated makefiles use /bin/sh as the shell to launch build Use this generator in a MSYS shell prompt and using make as the build Generates makefiles for use with MSYS (Minimal SYStem) One must launch CMake from a command-line prompt whose environment isĪlready configured for the chosen compiler and build tool. These generators support command-line build tools. The cmake-gui(1) offers interactive selection of a generatorĬMAKE GENERATORS Command-Line Build Tool Generators Option to specify the generator for a new build tree. Output lists available generators on the current platform. CMake Generators are platform-specific so each may be available only ![]() > that is, mix down stereo tracks to mono. > b) Handle GSM export the same in Export Multiple as normal Export. > Yes, that should be done until we can do something better > "Cannot export stereo track as GSM 6.1" > a) Improve the message - something like: > OK, that appears not to be on Bugzilla and would be P3. > is intended for mono only, but the error message is unhelpful: This is not totally unexpected if GSM 6.10 > 2) Export Multiple fails if export format is GSM 6.10 and project > We can probably make that bug P3 if we can determine what No that does not work.ĭetails of previous tests and build logs are in this thread: > ffmpeg=local? If so that could be listed as a workaround. > Can you export mono WMA if you configure Audacity with I've added "on Debian Wheezy (Stable)" to the bug title. > If building against system FFmpeg (as on Ubuntu) it appears not disable-dynamic-loading", which is currently the only way thatĪudacity can be built with FFmpeg support on a vanilla installation ofĭebian Stable (as described in the bug report). Normally assume a default build unless specified otherwise? In thisĬase the bug description specifies the non-default "./configure ![]() I don't understand the distinction that you are making. > export mono WMA with -disable-dynamic-loading if building The normal Export and Export Multiple, then checked the format wasĬorrect using MediaInfo, then imported each file back into Audacity.īefore testing, audacity.cfg was deleted so that Audacity was using I exported both a mono and a stereo track for each format, using both I didn't check Metadata (I don't know what metadata each is supposed > Have you tested metadata at all, or just that the output file was ![]() Yes, the formats explicitly listed in the Export dialog:ĪIFF, WAV, GSM 6.10, MP3, Ogg Vorbis, Flac, MP2, M4A, AC3 and WMA. > WAV to import using FFmpeg by selecting "FFmpeg-compatible > drop-down menus" and "importing natively", so e.g. By "standard formats" you mean "listed in the > All standard formats tested for Import, Export and Export Multiple. > Subject: Standard Import / Export format test results for Linux You can also upload and share your own sounds.On 10 August 2014 17:29, Gale Andrews wrote: I love free stuff! Here are some great places to get free audio plugins and other really great audio stuff.įree DAW for recording, mixing, and editing.įree sounds that anybody can use. This is an awesome way to begin getting into electronics and building your own controllers.Īnother yet more advanced way of designing and building gadgets.Ī Great place to buy the above devices along with thousands of other electronic components for building and learning. Professor Erbe also teaches at UCSD and has been an important figure in the electronic music world. Soundhack by Tom Erbe provides great plugins and modular hardware. Professor Puckett teaches at UCSD and is the creator of Pure Data which is an amazingly powerful audio production tool that is free and open source. Thank you Melanie for all of the experience and shared knowledge. Melanie is a wonderful and talented Sound Designer who I assisted in multiple productions around San Diego. ![]() Joe has been an amazing mentor and teacher to me in working with sound for theatre. Joe is the Sound and Video Supervisor at the La Jolla Playhouse. She has taught me everything I know about art and she is doing big things in San Diego. Kim is a great friend of mine ands is a magnificent artist. I have listed links to the top sites I go to and use for music and sound production as well as important people who have been my mentors, teachers, and friends. No slowdown in heavy cut scenes or menus, no corrupt or missing textures. All effects present and rendered beautifully, runs at roughly 125%-450% game speed w ith limiting disabled. PERFORMANCE:same problem as God Hand with ZeroGS Runs slow in some zones and has a lot of lighting problem the specular highlights in combination to the others speedhacks listed above Brings the game up to 60 Stable FPS and fixes lighting bugs but it also disables some effects one of this unfortunately it's the parchment now it just shows a black piece of paper i have found no fix for this ill post the GSdx results later in the "update" Part down below.This game looks better than the PS3 re-release. The game has no graphical or audio glitches. The game runs extremely well at 6x Native resolution. In NTSC mode (60Hz) the game runs perfect. If you start the game in PAL mode (50Hz), the game h ave big "optical" problems, like you haven't (or have) glass on your eyes. Minor bugs encountered, but none too severe.Įverything works fine with Anisotropic Filtering at 4x and MSAA 4x. Very minor slowdown in large maps (Shinshu Field/Taka Pass) and cutscenes. Managed to get full speed with GSdx Hardware settings, custom resolution 800x800 (still full speed but with major slowdo wn in certain areas with 2x Native settings). Ran full speed with very little slowdown at "2x Native" Internal Resolution, Texture Filtering and all available Speedhacks on. I managed to get full speed from an i5 mobile CPU and ATI 5650m mobility GPU. Change to EE=2 and VU=1 giv ing normal speeds. Running the game with EE Cyclerate and VU Cycle Stealing both at 3 will give major slowdown. If you can't run the game in full speed, try turning on speed hacks, but it may break the game. Ōkami was one of the last PlayStation 2 games selected for release prior to the release of the PlayStation 3. It features a distinct sumi-e-inspired cel-shaded visual style and the Celestial Brush, a gesture-system to perform miracles. Set sometime in classical Japanese history, the game combines several Japanese myths, legends and folklore to tell the story of how the land was saved from darkness by the Shinto sun goddess, named Amaterasu, who took the form of a white wolf. The more people who worship her (as a result of her restoring color and doing other good deeds for them), the more powerful she becomes. Since Amaterasu is a diety, there are naturally people who worship her and people who don't. Her task is to restore color (or 'life') to the world by destroying the monsters who have stolen it. 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