Free Vector Digital white background with binary code ...

Help Troubleshooting my Factorio Install

Factorio crashes on startup. I don't get to the start menu even. Things we've tried:
I have attached the log file below. I don't know what it means but perhaps one of you engineers can help me parse it.

Here's our log file return:
0.000 2020-10-27 11:20:33; Factorio 1.0.0 (build 54889, mac, steam)
0.000 Operating system: macOS 10.13.6
0.000 Program arguments: "/Volumes/Home/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/MacOS/factorio"
0.000 Read data path: /Volumes/Home/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/data
0.000 Write data path: /Volumes/Home/Library/Application Support/factorio [846099/953541MB]
0.000 Binaries path: /Volumes/Home/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents
0.023 System info: [CPU: Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz, 6 cores, RAM: 16384 MB]
0.023 Display options: [FullScreen: 0] [VSync: 1] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmW] [Lang: en]
0.066 Available displays: 1
0.066 [0]: SA300/SA350 - {[0,0], 1920x1080, SDL_PIXELFORMAT_ARGB8888, 60Hz, 0xb41d501(0x02)}
0.109 Initialised OpenGL:[0] NVIDIA GeForce 210 OpenGL Engine; driver: 3.3 NVIDIA-10.33.0 387.10.10.10.40.105
0.109 [Extensions] s3tc:yes; KHR_debug:NO; ARB_clear_texture:NO, ARB_copy_image:NO
0.109 [Version] 3.3
0.109 Graphics settings preset: medium-with-low-vram
0.109 Dedicated video memory size 1024 MB (detected from GeForce 210; VendorID: 0x1022600)
0.208 Graphics options: [Graphics quality: normal] [Video memory usage: high] [Light scale: 25%] [DXT: low-quality] [Color: 32bit]
0.208 [Max threads (load/render): 32/6] [Max texture size: 4096] [Tex.Stream.: 1] [Rotation quality: low] [Other: sTDCwt] [B:0,C:0,S:100]
0.239 [Audio] Backend:default; Depth:16, Channel:2, Frequency:44100; MixerQuality:linear
0.410 Loading mod core 0.0.0 (data.lua)
0.527 Loading mod base 1.0.0 (data.lua)
0.802 Loading mod base 1.0.0 (data-updates.lua)
0.953 Checksum for core: 2630831588
0.953 Checksum of base: 3509992273
1.153 Prototype list checksum: 3301461508
1.229 Loading sounds...
1.263 Info PlayerData.cpp:70: Local player-data.json unavailable
1.263 Info PlayerData.cpp:73: Cloud player-data.json available, timestamp 1599183581
1.400 Initial atlas bitmap size is 4096
1.405 Created atlas bitmap 4096x4096 [none]
1.409 Created atlas bitmap 4096x4096 [none]
1.411 Created atlas bitmap 4096x4084 [none]
1.413 Created atlas bitmap 4096x4092 [none]
1.416 Created atlas bitmap 4096x4096 [none]
1.418 Created atlas bitmap 4096x4092 [none]
1.418 Created atlas bitmap 4096x504 [none]
1.418 Created atlas bitmap 4096x2120 [decal]
1.421 Created atlas bitmap 4096x4064 [low-object]
1.421 Created atlas bitmap 4096x1856 [low-object]
1.421 Created atlas bitmap 4096x2272 [mipmap, linear-minification, linear-magnification, linear-mip-level]
1.423 Created atlas bitmap 4096x4096 [terrain, mipmap, linear-minification, linear-mip-level]
1.423 Created atlas bitmap 4096x3104 [terrain, mipmap, linear-minification, linear-mip-level]
1.423 Created atlas bitmap 4096x1632 [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
1.423 Created atlas bitmap 4096x1664 [smoke, mipmap, linear-minification, linear-magnification]
1.423 Created atlas bitmap 4096x928 [mipmap]
1.423 Created atlas bitmap 4096x2336 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
1.423 Created atlas bitmap 2048x224 [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
1.423 Created atlas bitmap 4096x828 [alpha-mask]
1.428 Created atlas bitmap 4096x4088 [shadow, linear-magnification, alpha-mask]
1.431 Created atlas bitmap 4096x4096 [shadow, linear-magnification, alpha-mask]
1.433 Created atlas bitmap 4096x4080 [shadow, linear-magnification, alpha-mask]
1.434 Created atlas bitmap 4096x3272 [shadow, linear-magnification, alpha-mask]
1.434 Created atlas bitmap 4096x1312 [shadow, mipmap, linear-magnification, alpha-mask]
1.450 Created virtual atlas pages 4096x4096x2
2.304 Error CrashHandler.cpp:621: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
#1 0x00000001039bc8b2 in Logger::logStacktrace(StackTraceInfo*) + 0x12
#2 0x0000000102e90899 in CrashHandler::writeStackTrace(CrashHandler::CrashReason) + 0xb9
#3 0x00000001039a00e4 in CrashHandler::commonSignalHandler(int) + 0x74
#4 0x000000010399f5e9 in CrashHandler::SignalHandler(int) + 0x9
#5 0x00007fff6593ef5a in _sigtramp + 0x1a
#6 0x000000010e0a4765 in + 0x0
#7 0x000000010e0a384a in + 0x0
#8 0x000000010e0a3187 in + 0x0
#9 0x000000010e494161 in gldBlitFramebufferData + 0x2c55c6
#10 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#11 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#12 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#13 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#14 0x000000010e492d26 in gldBlitFramebufferData + 0x2c418b
#15 0x000000010e492377 in gldBlitFramebufferData + 0x2c37dc
#16 0x000000010e0a44cc in + 0x0
#17 0x000000010e123ec8 in gldReadTextureData + 0x311a4
#18 0x000000010df0acf1 in + 0x0
#19 0x000000010df0bd5e in + 0x0
#20 0x000000010df11957 in + 0x0
#21 0x000000010df11ff0 in + 0x0
#22 0x000000010e1de080 in gldBlitFramebufferData + 0xf4e5
#23 0x000000010e1de7f3 in gldBlitFramebufferData + 0xfc58
#24 0x000000010e1dee0e in gldBlitFramebufferData + 0x10273
#25 0x000000010e0f21b5 in gldUnbindPipelineProgram + 0x97a
#26 0x000000010e1ddc83 in gldBlitFramebufferData + 0xf0e8
#27 0x000000010e1cc241 in gldUpdateDispatch + 0x354
#28 0x00007fff47e09b33 in gleDoDrawDispatchCoreGL3 + 0x259
#29 0x00007fff47dbad07 in gleDrawArraysOrElements_Entries_Body + 0x77
#30 0x00007fff47db41d0 in glDrawElements_GL3Exec + 0xd2
#31 0x0000000102eabe4f in GraphicsInterfaceOpenGL::drawIndexed(DrawBindings const&, VideoBuffer*, VideoBuffer*, unsigned int, unsigned int) + 0xbf
#32 0x0000000102e1e8f2 in TextureProcessor::testGpuAcceleratedCompression(GraphicsInterface&) + 0xbd2
#33 0x0000000102e10f8a in AtlasSystem::createTextureProcessor(unsigned int) + 0x9a
#34 0x0000000102e0e9b5 in AtlasSystem::loadSprites(bool) + 0x165
#35 0x0000000102e1fb2c in AtlasSystem::tryLoadSpritesWithFallbackToMinimalMode(bool) + 0x2c
#36 0x0000000102df02ad in AtlasSystem::build() + 0x20d
#37 0x000000010290abef in GlobalContext::init(bool, bool, bool, std::__1::optional) + 0x264f
#38 0x00000001029056f9 in MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::__1::function, Filesystem::Path const&, MainLoop::HeavyMode) + 0xe9
#39 0x000000010278ec2b in main + 0x1282b
Stack trace logging done
2.322 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
submitted by derekvonzarovich2 to factorio [link] [comments]

MAME 0.221

MAME 0.221

Our fourth release of the year, MAME 0.221, is now ready. There are lots of interesting changes this time. We’ll start with some of the additions. There’s another load of TV games from JAKKS Pacific, Senario, Tech2Go and others. We’ve added another Panorama Screen Game & Watch title: this one features the lovable comic strip canine Snoopy. On the arcade side, we’ve got Great Bishi Bashi Champ and Anime Champ (both from Konami), Goori Goori (Unico), the prototype Galun.Pa! (Capcom CPS), a censored German version of Gun.Smoke, a Japanese location test version of DoDonPachi Dai-Ou-Jou, and more bootlegs of Cadillacs and Dinosaurs, Final Fight, Galaxian, Pang! 3 and Warriors of Fate.
In computer emulation, we’re proud to present another working UNIX workstation: the MIPS R3000 version of Sony’s NEWS family. NEWS was never widespread outside Japan, so it’s very exciting to see this running. F.Ulivi has added support for the Swedish/Finnish and German versions of the HP 86B, and added two service ROMs to the software list. ICEknight contributed a cassette software list for the Timex NTSC variants of the Sinclair home computers. There are some nice emulation improvements for the Luxor ABC family of computers, with the ABC 802 now considered working.
Other additions include discrete audio emulation for Midway’s Gun Fight, voice output for Filetto, support for configurable Toshiba Pasopia PAC2 slot devices, more vgmplay features, and lots more Capcom CPS mappers implemented according to equations from dumped PALs. This release also cleans up and simplifies ROM loading. For the most part things should work as well as or better than they did before, but MAME will no longer find loose CHD files in top-level media directories. This is intentional – it’s unwieldy with the number of supported systems.
As usual, you can get the source and 64-bit Windows binary packages from the download page. This will be the last month where we use this format for the release notes – with the increase in monthly development activity, it’s becoming impractical to keep up.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

Fatal Error Pokémon Alpha Sapphire

Whenever I start AS on Citra I get promoted with Fatal Error .What can I do to fix it? [ 0.013237] Config core/settings.cpp:LogSettings:78: Citra Configuration: [ 0.013321] Config core/settings.cpp:operator():75: Core_UseCpuJit: true [ 0.013340] Config core/settings.cpp:operator():75: Core_CPUClockPercentage: 100 [ 0.013343] Config core/settings.cpp:operator():75: Renderer_UseGLES: false [ 0.013347] Config core/settings.cpp:operator():75: Renderer_UseHwRenderer: true [ 0.013349] Config core/settings.cpp:operator():75: Renderer_UseHwShader: true [ 0.013352] Config core/settings.cpp:operator():75: Renderer_SeparableShader: false [ 0.013355] Config core/settings.cpp:operator():75: Renderer_ShadersAccurateMul: false [ 0.013358] Config core/settings.cpp:operator():75: Renderer_UseShaderJit: true [ 0.013366] Config core/settings.cpp:operator():75: Renderer_UseResolutionFactor: 3 [ 0.013369] Config core/settings.cpp:operator():75: Renderer_FrameLimit: 100 [ 0.013372] Config core/settings.cpp:operator():75: Renderer_UseFrameLimitAlternate: false [ 0.013375] Config core/settings.cpp:operator():75: Renderer_FrameLimitAlternate: 200 [ 0.013378] Config core/settings.cpp:operator():75: Renderer_VSyncNew: true [ 0.013381] Config core/settings.cpp:operator():75: Renderer_PostProcessingShader: none (builtin) [ 0.013384] Config core/settings.cpp:operator():75: Renderer_FilterMode: true [ 0.013387] Config core/settings.cpp:operator():75: Renderer_TextureFilterName: none [ 0.013389] Config core/settings.cpp:operator():75: Stereoscopy_Render3d: 0 [ 0.013392] Config core/settings.cpp:operator():75: Stereoscopy_Factor3d: 0 [ 0.013395] Config core/settings.cpp:operator():75: Layout_LayoutOption: 0 [ 0.013397] Config core/settings.cpp:operator():75: Layout_SwapScreen: false [ 0.013400] Config core/settings.cpp:operator():75: Layout_UprightScreen: false [ 0.013402] Config core/settings.cpp:operator():75: Utility_DumpTextures: false [ 0.013405] Config core/settings.cpp:operator():75: Utility_CustomTextures: false [ 0.013407] Config core/settings.cpp:operator():75: Utility_UseDiskShaderCache: true [ 0.013410] Config core/settings.cpp:operator():75: Audio_EnableDspLle: false [ 0.013412] Config core/settings.cpp:operator():75: Audio_EnableDspLleMultithread: false [ 0.013415] Config core/settings.cpp:operator():75: Audio_OutputEngine: auto [ 0.013419] Config core/settings.cpp:operator():75: Audio_EnableAudioStretching: true [ 0.013422] Config core/settings.cpp:operator():75: Audio_OutputDevice: auto [ 0.013424] Config core/settings.cpp:operator():75: Audio_InputDeviceType: 0 [ 0.013432] Config core/settings.cpp:operator():75: Audio_InputDevice: Default [ 0.013435] Config core/settings.cpp:operator():75: Camera_OuterRightName: blank [ 0.013437] Config core/settings.cpp:operator():75: Camera_OuterRightConfig: [ 0.013440] Config core/settings.cpp:operator():75: Camera_OuterRightFlip: 0 [ 0.013443] Config core/settings.cpp:operator():75: Camera_InnerName: blank [ 0.013445] Config core/settings.cpp:operator():75: Camera_InnerConfig: [ 0.013448] Config core/settings.cpp:operator():75: Camera_InnerFlip: 0 [ 0.013450] Config core/settings.cpp:operator():75: Camera_OuterLeftName: blank [ 0.013453] Config core/settings.cpp:operator():75: Camera_OuterLeftConfig: [ 0.013455] Config core/settings.cpp:operator():75: Camera_OuterLeftFlip: 0 [ 0.013457] Config core/settings.cpp:operator():75: DataStorage_UseVirtualSd: true [ 0.013460] Config core/settings.cpp:operator():75: System_IsNew3ds: false [ 0.013462] Config core/settings.cpp:operator():75: System_RegionValue: 1 [ 0.013464] Config core/settings.cpp:operator():75: Debugging_UseGdbstub: false [ 0.013467] Config core/settings.cpp:operator():75: Debugging_GdbstubPort: 24689 [ 0.411625] Input input_common/udp/client.cpp:StartCommunication:207: Starting communication with UDP input server on 127.0.0.1:26760 [ 1.064213] Frontend citra_qt/main.cpp:GMainWindow:195: Citra Version: Canary 1857 | HEAD-f9e7514 [ 1.064256] Frontend citra_qt/main.cpp:GMainWindow:198: Host CPU: Intel(R) Core(TM) i3-3110M CPU @ 2.40GHz [ 1.064316] Frontend citra_qt/main.cpp:GMainWindow:200: Host OS: Windows 8.1 (6.3) [ 1.141411] Service.FS core/file_sys/ncch_container.cpp:Load:242: Secure1 KeyX missing [ 1.141479] Service.FS core/file_sys/ncch_container.cpp:Load:347: Failed to decrypt [ 1.141517] Service.FS core/file_sys/ncch_container.cpp:Load:242: Secure1 KeyX missing [ 1.141538] Service.FS core/file_sys/ncch_container.cpp:Load:347: Failed to decrypt [ 1.144059] Service.FS core/file_sys/ncch_container.cpp:Load:242: Secure1 KeyX missing [ 1.144093] Service.FS core/file_sys/ncch_container.cpp:Load:347: Failed to decrypt [ 1.148489] Frontend citra_qt/main.cpp:CheckForUpdates:827: Update check started [ 1.149272] Service.FS core/file_sys/ncch_container.cpp:Load:242: Secure1 KeyX missing [ 1.194281] Service.FS core/file_sys/ncch_container.cpp:Load:242: Secure1 KeyX missing [ 1.194330] Service.FS core/file_sys/ncch_container.cpp:Load:347: Failed to decrypt [ 1.194355] Service.FS core/file_sys/ncch_container.cpp:Load:242: Secure1 KeyX missing [ 1.194377] Service.FS core/file_sys/ncch_container.cpp:Load:347: Failed to decrypt [ 1.195153] Service.FS core/file_sys/ncch_container.cpp:Load:242: Secure1 KeyX missing [ 1.195182] Service.FS core/file_sys/ncch_container.cpp:Load:347: Failed to decrypt [ 2.295863] Frontend citra_qt/main.cpp:OnUpdateFound:840: No updates found [ 3.037216] Frontend citra_qt/main.cpp:BootGame:1019: Citra starting... [ 3.577576] Audio.DSP audio_core/hle/wmf_decoder.cpp:Impl:67: Media Foundation activated [ 3.581537] Audio.DSP audio_core/hle/wmf_decoder_utils.cpp:MFDecoderInit:50: Windows(R) Media Foundation found 1 suitable decoder(s) [ 3.773665] Audio.Sink audio_core/cubeb_sink.cpp:StateCallback:137: Cubeb Audio Stream Started [ 3.773722] RPC_Server core/rpc/rpc_server.cpp:RPCServer:12: Starting RPC server ... [ 3.774283] RPC_Server core/rpc/rpc_server.cpp:HandleRequestsLoop:113: Request handler started. [ 3.774652] RPC_Server core/rpc/rpc_server.cpp:RPCServer:16: RPC started. [ 3.782998] Service.FS core/file_sys/ncch_container.cpp:LoadOverrides:472: Loaded NCCH C:\Users\Andrei\AppData\Roaming/Citra/nand/00000000000000000000000000000000/title/0004009b/00010202/content/00000000.app is tainted, application behavior may not be as expected! [ 3.785392] Service.FS core/file_sys/ncch_container.cpp:LoadOverrides:472: Loaded NCCH C:\Users\Andrei\AppData\Roaming/Citra/nand/00000000000000000000000000000000/title/0004009b/00010402/content/00000000.app is tainted, application behavior may not be as expected! [ 3.787752] Service.FS core/file_sys/ncch_container.cpp:LoadOverrides:472: Loaded NCCH C:\Users\Andrei\AppData\Roaming/Citra/nand/00000000000000000000000000000000/title/0004009b/00014002/content/00000000.app is tainted, application behavior may not be as expected! [ 3.790397] Service.FS core/file_sys/ncch_container.cpp:LoadOverrides:472: Loaded NCCH C:\Users\Andrei\AppData\Roaming/Citra/nand/00000000000000000000000000000000/title/0004009b/00014102/content/00000000.app is tainted, application behavior may not be as expected! [ 3.793347] Service.FS core/file_sys/ncch_container.cpp:LoadOverrides:472: Loaded NCCH C:\Users\Andrei\AppData\Roaming/Citra/nand/00000000000000000000000000000000/title/0004009b/00014202/content/00000000.app is tainted, application behavior may not be as expected! [ 3.795969] Service.FS core/file_sys/ncch_container.cpp:LoadOverrides:472: Loaded NCCH C:\Users\Andrei\AppData\Roaming/Citra/nand/00000000000000000000000000000000/title/0004009b/00014302/content/00000000.app is tainted, application behavior may not be as expected! [ 3.798400] Service.FS core/file_sys/ncch_container.cpp:LoadOverrides:472: Loaded NCCH C:\Users\Andrei\AppData\Roaming/Citra/nand/00000000000000000000000000000000/title/000400db/00010302/content/00000000.app is tainted, application behavior may not be as expected! [ 3.807233] Service.FS core/file_sys/ncch_container.cpp:Load:242: Secure1 KeyX missing [ 3.807254] Service.FS core/file_sys/ncch_container.cpp:Load:347: Failed to decrypt [ 3.818416] Service.HTTP core/hle/service/http_c.cpp:DecryptClCertA:827: ClCertA file missing [ 3.846112] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:Init:1194: GL_VERSION: 3.3.0 - Build 10.18.10.3304 [ 3.846131] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:Init:1195: GL_VENDOR: Intel [ 3.846136] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:Init:1196: GL_RENDERER: Intel(R) HD Graphics 4000 [ 3.855968] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:DebugHandler:1175: SHADER_COMPILER OTHER 0: GLSL compile warning(s) for shader 1, "": WARNING: -1:65535: '#version' : version number deprecated in OGL 3.0 forward compatible context driver [ 3.858068] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:DebugHandler:1175: SHADER_COMPILER OTHER 0: GLSL compile warning(s) for shader 2, "": WARNING: -1:65535: '#version' : version number deprecated in OGL 3.0 forward compatible context driver [ 3.865288] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:DebugHandler:1175: SHADER_COMPILER OTHER 0: GLSL compile warning(s) for shader 1, "": WARNING: -1:65535: '#version' : version number deprecated in OGL 3.0 forward compatible context driver [ 3.867041] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:DebugHandler:1175: SHADER_COMPILER OTHER 0: GLSL compile warning(s) for shader 2, "": WARNING: -1:65535: '#version' : version number deprecated in OGL 3.0 forward compatible context driver [ 3.872906] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:DebugHandler:1175: SHADER_COMPILER OTHER 0: GLSL compile warning(s) for shader 1, "": WARNING: -1:65535: '#version' : version number deprecated in OGL 3.0 forward compatible context driver [ 3.873940] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:DebugHandler:1175: SHADER_COMPILER OTHER 0: GLSL compile warning(s) for shader 2, "": WARNING: -1:65535: '#version' : version number deprecated in OGL 3.0 forward compatible context driver [ 3.882452] Render.OpenGL video_core/renderer_opengl/gl_rasterizer.cpp:RasterizerOpenGL:60: Shadow might not be able to render because of unsupported OpenGL extensions. [ 3.884313] Render.OpenGL video_core/renderer_opengl/renderer_opengl.cpp:DebugHandler:1175: SHADER_COMPILER OTHER 0: GLSL compile warning(s) for shader 1, "": WARNING: -1:65535: '#version' : version number deprecated in OGL 3.0 forward compatible context driver [ 3.889410] Loader core/loadencch.cpp:Load:192: Program ID: 000400000011C500 [ 3.889890] Service.FS core/file_sys/ncch_container.cpp:OpenFile:130: Failed to open C:\Users\Andrei\AppData\Roaming/Citra/sdmc/Nintendo 3DS/00000000000000000000000000000000/00000000000000000000000000000000/title/0004000e/0011c500/content/00000000.app [ 4.079823] Loader core/hle/kernel/process.cpp:ParseKernelCaps:141: ExHeader kernel version: 2.39 [ 4.086834] Service.CFG core/hle/service/cfg/cfg.cpp:SetPreferredRegionCodes:654: Preferred region code set to 1 [ 4.140699] Render.OpenGL video_core/renderer_opengl/gl_shader_disk_cache.cpp:LoadTransferable:117: No transferable shader cache found for game with title id=000400000011C500 [ 4.178230] Service.SRV core/hle/service/sm/srv.cpp:RegisterClient:63: (STUBBED) called. Caller PID=11 [ 4.483440] Service.SRV core/hle/service/sm/srv.cpp:EnableNotification:85: (STUBBED) called [ 4.494083] Service.APT core/hle/service/apt/apt.cpp:GetLockHandle:313: (STUBBED) called applet_attributes=0X00000000 [ 4.512434] Service.APT core/hle/service/apt/apt.cpp:SetScreenCapPostPermission:771: (STUBBED) called, screen_capture_post_permission=0 [ 4.515430] Service.NDM core/hle/service/ndm/ndm_u.cpp:OverrideDefaultDaemons:187: (STUBBED) bit_mask=0x0000000F [ 4.516363] Service.NDM core/hle/service/ndm/ndm_u.cpp:SuspendDaemons:75: (STUBBED) bit_mask=0x00000006 [ 4.524412] Service.APT core/hle/service/apt/apt.cpp:NotifyToWait:292: (STUBBED) app_id=768 [ 4.536314] Service.APT core/hle/service/apt/apt.cpp:AppletUtility:558: (STUBBED) called command=0X00000007, input_size=0X00000004, output_size=0X00000001 [ 4.538416] Service.APT core/hle/service/apt/apt.cpp:AppletUtility:558: (STUBBED) called command=0X00000004, input_size=0X00000001, output_size=0X00000001 [ 4.556936] Service.FS core/hle/service/fs/fs_user.cpp:InitializeWithSdkVersion:602: (STUBBED) called, version: 0x070101C8 [ 4.561478] Service.FS ./core/file_sys/archive_backend.h:GetOpenDelayNs:193: Delay generator was not initalized. Using default [ 4.561517] Service.FS core/file_sys/archive_selfncch.cpp:OpenRomFS:193: Unable to read RomFS [ 4.561539] Service.FS core/hle/service/fs/fs_user.cpp:OpenFileDirectly:129: failed to get a handle for file [Binary: 000000000000000000000000] mode=1 attributes=0 [ 4.565617] Service.ERR core/hle/service/err_f.cpp:ThrowFatalError:169: Fatal error [ 4.565633] Service.ERR core/hle/service/err_f.cpp:ThrowFatalError:171: Fatal error type: Generic [ 4.565637] Service.ERR core/hle/service/err_f.cpp:LogGenericInfo:149: PID: 0x0000000B [ 4.565640] Service.ERR core/hle/service/err_f.cpp:LogGenericInfo:150: REV: 0x00000000_0x0000D798 [ 4.565644] Service.ERR core/hle/service/err_f.cpp:LogGenericInfo:152: TID: 0x00000000_0x00000000 [ 4.565647] Service.ERR core/hle/service/err_f.cpp:LogGenericInfo:154: AID: 0x00000000_0x00000000 [ 4.565650] Service.ERR core/hle/service/err_f.cpp:LogGenericInfo:156: ADR: 0x00118180 [ 4.565652] Service.ERR core/hle/service/err_f.cpp:LogGenericInfo:159: RSL: 0xC8804464 [ 4.565655] Service.ERR core/hle/service/err_f.cpp:LogGenericInfo:160: Level: 25 [ 4.565657] Service.ERR core/hle/service/err_f.cpp:LogGenericInfo:161: Summary: 4 [ 4.565659] Service.ERR core/hle/service/err_f.cpp:LogGenericInfo:162: Module: 17 [ 4.565662] Service.ERR core/hle/service/err_f.cpp:LogGenericInfo:163: Desc: 100 [ 4.565892] Service.ERR core/hle/service/err_f.cpp:ThrowFatalError:182: Datetime: 2020/10/11 19:15:11 [ 7.334991] RPC_Server core/rpc/rpc_server.cpp:~RPCServer:20: Stopping RPC ... [ 7.335896] RPC_Server core/rpc/server.cpp:NewRequestCallback:37: Received end packet [ 7.336284] RPC_Server core/rpc/rpc_server.cpp:~RPCServer:24: RPC stopped. [ 7.342863] Audio.Sink audio_core/cubeb_sink.cpp:StateCallback:140: Cubeb Audio Stream Stopped [ 7.373578] Service.CAM citra_qt/camera/qt_multimedia_camera.cpp:StopCameras:201: Stopping all cameras [ 7.373609] Service.CAM citra_qt/camera/qt_multimedia_camera.cpp:ReleaseHandlers:219: Releasing all handlers This is the log file P.S:I don't know how to put it here on Reddit mobile versions since I don't have Reddit on my pc where I have Citra installed
submitted by Andrey2619 to Citra [link] [comments]

MAME 0.221

MAME 0.221

Our fourth release of the year, MAME 0.221, is now ready. There are lots of interesting changes this time. We’ll start with some of the additions. There’s another load of TV games from JAKKS Pacific, Senario, Tech2Go and others. We’ve added another Panorama Screen Game & Watch title: this one features the lovable comic strip canine Snoopy. On the arcade side, we’ve got Great Bishi Bashi Champ and Anime Champ (both from Konami), Goori Goori (Unico), the prototype Galun.Pa! (Capcom CPS), a censored German version of Gun.Smoke, a Japanese location test version of DoDonPachi Dai-Ou-Jou, and more bootlegs of Cadillacs and Dinosaurs, Final Fight, Galaxian, Pang! 3 and Warriors of Fate.
In computer emulation, we’re proud to present another working UNIX workstation: the MIPS R3000 version of Sony’s NEWS family. NEWS was never widespread outside Japan, so it’s very exciting to see this running. F.Ulivi has added support for the Swedish/Finnish and German versions of the HP 86B, and added two service ROMs to the software list. ICEknight contributed a cassette software list for the Timex NTSC variants of the Sinclair home computers. There are some nice emulation improvements for the Luxor ABC family of computers, with the ABC 802 now considered working.
Other additions include discrete audio emulation for Midway’s Gun Fight, voice output for Filetto, support for configurable Toshiba Pasopia PAC2 slot devices, more vgmplay features, and lots more Capcom CPS mappers implemented according to equations from dumped PALs. This release also cleans up and simplifies ROM loading. For the most part things should work as well as or better than they did before, but MAME will no longer find loose CHD files in top-level media directories. This is intentional – it’s unwieldy with the number of supported systems.
As usual, you can get the source and 64-bit Windows binary packages from the download page. This will be the last month where we use this format for the release notes – with the increase in monthly development activity, it’s becoming impractical to keep up.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to MAME [link] [comments]

Lightroom Classic hangs for hours when trying to import

When I click the import button in Lightroom Classic, the program stops responding. If I let it sit for 1-2 hours it then brings up the import screen. When I choose my settings on that screen and click import it then hangs again for 1-2 hours until it begins to import. Waiting and not touching it for 4 hours is very frustrating. It doesn't matter if the SD card is plugged in or not. It also takes the same amount of time if I unplug all external drives. I've tried contacting Adobe support and they just said the problem was with my graphics card. All editing works just fine. The only time I have issues and the program hangs is when trying to import. I've also uninstalled and reinstalled the program, started a new catalog, and moved all pictures to an SSD instead of an HDD. Any help?
Lightroom Classic version: 9.4 [ 202008061458-dbb2971e ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Home Premium Edition
Version: 10.0.18363
Application architecture: x64
System architecture: x64
Logical processor count: 12
Processor speed: 3.6 GHz
SqLite Version: 3.30.1
Built-in memory: 16315.0 MB
Real memory available to Lightroom: 16315.0 MB
Real memory used by Lightroom: 969.5 MB (5.9%)
Virtual memory used by Lightroom: 1082.0 MB
GDI objects count: 702
USER objects count: 1892
Process handles count: 1859
Memory cache size: 112.3MB
Internal Camera Raw version: 12.4 [ 555 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 278MB / 8157MB (3%)
Camera Raw real memory: 279MB / 16315MB (1%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080, 2) 1920x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No
Graphics Processor Info: DirectX: NVIDIA GeForce GTX 1050 Ti (26.21.14.4292)
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic Library Path: D:\Lightroom\Lightroom Catalog-2-2.lrcat Settings Folder: C:\Users\staf_\AppData\Roaming\Adobe\Lightroom
Installed Plugins: 1) AdobeStock 2) Facebook 3) Flickr 4) Nikon Tether Plugin
Config.lua flags: None
Adapter #1: Vendor : 10de Device : 1c82 Subsystem : 62533842 Revision : a1 Video Memory : 4018 Adapter #2: Vendor : 1414 Device : 8c Subsystem : 0 Revision : 0 Video Memory : 0 AudioDeviceIOBlockSize: 1024 AudioDeviceName: Speakers (High Definition Audio Device) AudioDeviceNumberOfChannels: 2 AudioDeviceSampleRate: 48000 Build: LR5x42 Direct2DEnabled: false GL_ACCUM_ALPHA_BITS: 16 GL_ACCUM_BLUE_BITS: 16 GL_ACCUM_GREEN_BITS: 16 GL_ACCUM_RED_BITS: 16 GL_ALPHA_BITS: 0 GL_BLUE_BITS: 8 GL_DEPTH_BITS: 24 GL_GREEN_BITS: 8 GL_MAX_3D_TEXTURE_SIZE: 16384 GL_MAX_TEXTURE_SIZE: 32768 GL_MAX_TEXTURE_UNITS: 4 GL_MAX_VIEWPORT_DIMS: 32768,32768 GL_RED_BITS: 8 GL_RENDERER: GeForce GTX 1050 Ti/PCIe/SSE2 GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA GL_STENCIL_BITS: 8 GL_VENDOR: NVIDIA Corporation GL_VERSION: 4.6.0 NVIDIA 442.92 GPUDeviceEnabled: false OGLEnabled: true GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
submitted by LSStaf to Lightroom [link] [comments]

AJ ALMENDINGER

glimpse into the future of Roblox

Our vision to bring the world together through play has never been more relevant than it is now. As our founder and CEO, David Baszucki (a.k.a. Builderman), mentioned in his keynote, more and more people are using Roblox to stay connected with their friends and loved ones. He hinted at a future where, with our automatic machine translation technology, Roblox will one day act as a universal translator, enabling people from different cultures and backgrounds to connect and learn from each other.
During his keynote, Builderman also elaborated upon our vision to build the Metaverse; the future of avatar creation on the platform (infinitely customizable avatars that allow any body, any clothing, and any animation to come together seamlessly); more personalized game discovery; and simulating large social gatherings (like concerts, graduations, conferences, etc.) with tens of thousands of participants all in one server. We’re still very early on in this journey, but if these past five months have shown us anything, it’s clear that there is a growing need for human co-experience platforms like Roblox that allow people to play, create, learn, work, and share experiences together in a safe, civil 3D immersive space.
Up next, our VP of Developer Relations, Matt Curtis (a.k.a. m4rrh3w), shared an update on all the things we’re doing to continue empowering developers to create innovative and exciting content through collaboration, support, and expertise. He also highlighted some of the impressive milestones our creator community has achieved since last year’s RDC. Here are a few key takeaways:
And lastly, our VP of Engineering, Technology, Adam Miller (a.k.a. rbadam), unveiled a myriad of cool and upcoming features developers will someday be able to sink their teeth into. We saw a glimpse of procedural skies, skinned meshes, more high-quality materials, new terrain types, more fonts in Studio, a new asset type for in-game videos, haptic feedback on mobile, real-time CSG operations, and many more awesome tools that will unlock the potential for even bigger, more immersive experiences on Roblox.

Vibin’

Despite the virtual setting, RDC just wouldn’t have been the same without any fun party activities and networking opportunities. So, we invited special guests DJ Hyper Potions and cyber mentalist Colin Cloud for some truly awesome, truly mind-bending entertainment. Yoga instructor Erin Gilmore also swung by to inspire attendees to get out of their chair and get their body moving. And of course, we even had virtual rooms dedicated to karaoke and head-to-head social games, like trivia and Pictionary.
Over on the networking side, Team Adopt Me, Red Manta, StyLiS Studios, and Summit Studios hosted a virtual booth for attendees to ask questions, submit resumes, and more. We also had a networking session where three participants would be randomly grouped together to get to know each other.

What does Roblox mean to you?

We all know how talented the Roblox community is from your creations. We’ve heard plenty of stories over the years about how Roblox has touched your lives, how you’ve made friendships, learned new skills, or simply found a place where you can be yourself. We wanted to hear more. So, we asked attendees: What does Roblox mean to you? How has Roblox connected you? How has Roblox changed your life? Then, over the course of RDC, we incorporated your responses into this awesome mural.
📷
Created by Alece Birnbach at Graphic Recording Studio

Knowledge is power

This year’s breakout sessions included presentations from Roblox developers and staff members on the latest game development strategies, a deep dive into the Roblox engine, learning how to animate with Blender, tools for working together in teams, building performant game worlds, and the new Creator Dashboard. Dr. Michael Rich, Associate Professor at Harvard Medical School and Physician at Boston Children’s Hospital, also led attendees through a discussion on mental health and how to best take care of you and your friends’ emotional well-being, especially now during these challenging times.
📷
Making the Dream Work with Teamwork (presented by Roblox developer Myzta)
In addition to our traditional Q&A panel with top product and engineering leaders at Roblox, we also held a special session with Builderman himself to answer the community’s biggest questions.
📷
Roblox Product and Engineering Q&A Panel

2020 Game Jam

The Game Jam is always one of our favorite events of RDC. It’s a chance for folks to come together, flex their development skills, and come up with wildly inventive game ideas that really push the boundaries of what’s possible on Roblox. We had over 60 submissions this year—a new RDC record.
Once again, teams of up to six people from around the world had less than 24 hours to conceptualize, design, and publish a game based on the theme “2020 Vision,” all while working remotely no less! To achieve such a feat is nothing short of awe-inspiring, but as always, our dev community was more than up for the challenge. I’ve got to say, these were some of the finest creations we’ve seen.
WINNERS
Best in Show: Shapescape Created By: GhettoMilkMan, dayzeedog, maplestick, theloudscream, Brick_man, ilyannna You awaken in a strange laboratory, seemingly with no way out. Using a pair of special glasses, players must solve a series of anamorphic puzzles and optical illusions to make their escape.
Excellence in Visual Art: agn●sia Created By: boatbomber, thisfall, Elttob An obby experience unlike any other, this game is all about seeing the world through a different lens. Reveal platforms by switching between different colored lenses and make your way to the end.
Most Creative Gameplay: Visions of a perspective reality Created By: Noble_Draconian and Spathi Sometimes all it takes is a change in perspective to solve challenges. By switching between 2D and 3D perspectives, players can maneuver around obstacles or find new ways to reach the end of each level.
Outstanding Use of Tech: The Eyes of Providence Created By: Quenty, Arch_Mage, AlgyLacey, xJennyBeanx, Zomebody, Crykee This action/strategy game comes with a unique VR twist. While teams fight to construct the superior monument, two VR players can support their minions by collecting resources and manipulating the map.
Best Use of Theme: Sticker Situation Created By: dragonfrosting and Yozoh Set in a mysterious art gallery, players must solve puzzles by manipulating the environment using a magic camera and stickers. Snap a photograph, place down a sticker, and see how it changes the world.
OTHER TOP PICKS
HONORABLE MENTIONS
For the rest of the 2020 Game Jam submissions, check out the list below:
20-20 Vision | 20/20 Vision | 2020 Vision, A Crazy Perspective | 2020 Vision: Nyon | A Wild Trip! | Acuity | Best Year Ever | Better Half | Bloxlabs | Climb Stairs to 2021 | Double Vision (Team hey apple) | Eyebrawl | Eyeworm Exam | FIRE 2020 | HACKED | Hyperspective | Lucid Scream | Mystery Mansion | New Years at the Museum | New Year’s Bash | Poor Vision | Predict 2020 | RBC News | Retrovertigo | Second Wave | see no evil | Sight Fight | Sight Stealers | Spectacles Struggle | Specter Spectrum | Survive 2020 | The Lost Chicken Leg | The Outbreak | The Spyglass | Time Heist | Tunnel Vision | Virtual RDC – The Story | Vision (Team Freepunk) | Vision (Team VIP People ####) | Vision Developers Conference 2020 | Vision Is Key | Vision Perspective | Vision Racer | Visions | Zepto
And last but not least, we wanted to give a special shout out to Starboard Studios. Though they didn’t quite make it on time for our judges, we just had to include Dave’s Vision for good measure. 📷
Thanks to everyone who participated in the Game Jam, and congrats to all those who took home the dub in each of our categories this year. As the winners of Best in Show, the developers of Shapescape will have their names forever engraved on the RDC Game Jam trophy back at Roblox HQ. Great work!

‘Til next year

And that about wraps up our coverage of the first-ever digital RDC. Thanks to all who attended! Before we go, we wanted to share a special “behind the scenes” video from the 2020 RDC photoshoot.
Check it out:
It was absolutely bonkers. Getting 350 of us all in one server was so much fun and really brought back the feeling of being together with everyone again. That being said, we can’t wait to see you all—for real this time—at RDC next year. It’s going to be well worth the wait. ‘Til we meet again, my friends.
© 2020 Roblox Corporation. All Rights Reserved.

Improving Simulation and Performance with an Advanced Physics Solver

August

05, 2020

by chefdeletat
PRODUCT & TECH
📷In mid-2015, Roblox unveiled a major upgrade to its physics engine: the Projected Gauss-Seidel (PGS) physics solver. For the first year, the new solver was optional and provided improved fidelity and greater performance compared to the previously used spring solver.
In 2016, we added support for a diverse set of new physics constraints, incentivizing developers to migrate to the new solver and extending the creative capabilities of the physics engine. Any new places used the PGS solver by default, with the option of reverting back to the classic solver.
We ironed out some stability issues associated with high mass differences and complex mechanisms by the introduction of the hybrid LDL-PGS solver in mid-2018. This made the old solver obsolete, and it was completely disabled in 2019, automatically migrating all places to the PGS.
In 2019, the performance was further improved using multi-threading that splits the simulation into jobs consisting of connected islands of simulating parts. We still had performance issues related to the LDL that we finally resolved in early 2020.
The physics engine is still being improved and optimized for performance, and we plan on adding new features for the foreseeable future.

Implementing the Laws of Physics

📷
The main objective of a physics engine is to simulate the motion of bodies in a virtual environment. In our physics engine, we care about bodies that are rigid, that collide and have constraints with each other.
A physics engine is organized into two phases: collision detection and solving. Collision detection finds intersections between geometries associated with the rigid bodies, generating appropriate collision information such as collision points, normals and penetration depths. Then a solver updates the motion of rigid bodies under the influence of the collisions that were detected and constraints that were provided by the user.
📷
The motion is the result of the solver interpreting the laws of physics, such as conservation of energy and momentum. But doing this 100% accurately is prohibitively expensive, and the trick to simulating it in real-time is to approximate to increase performance, as long as the result is physically realistic. As long as the basic laws of motion are maintained within a reasonable tolerance, this tradeoff is completely acceptable for a computer game simulation.

Taking Small Steps

The main idea of the physics engine is to discretize the motion using time-stepping. The equations of motion of constrained and unconstrained rigid bodies are very difficult to integrate directly and accurately. The discretization subdivides the motion into small time increments, where the equations are simplified and linearized making it possible to solve them approximately. This means that during each time step the motion of the relevant parts of rigid bodies that are involved in a constraint is linearly approximated.
📷📷
Although a linearized problem is easier to solve, it produces drift in a simulation containing non-linear behaviors, like rotational motion. Later we’ll see mitigation methods that help reduce the drift and make the simulation more plausible.

Solving

📷
Having linearized the equations of motion for a time step, we end up needing to solve a linear system or linear complementarity problem (LCP). These systems can be arbitrarily large and can still be quite expensive to solve exactly. Again the trick is to find an approximate solution using a faster method. A modern method to approximately solve an LCP with good convergence properties is the Projected Gauss-Seidel (PGS). It is an iterative method, meaning that with each iteration the approximate solution is brought closer to the true solution, and its final accuracy depends on the number of iterations.
📷
This animation shows how a PGS solver changes the positions of the bodies at each step of the iteration process, the objective being to find the positions that respect the ball and socket constraints while preserving the center of mass at each step (this is a type of positional solver used by the IK dragger). Although this example has a simple analytical solution, it’s a good demonstration of the idea behind the PGS. At each step, the solver fixes one of the constraints and lets the other be violated. After a few iterations, the bodies are very close to their correct positions. A characteristic of this method is how some rigid bodies seem to vibrate around their final position, especially when coupling interactions with heavier bodies. If we don’t do enough iterations, the yellow part might be left in a visibly invalid state where one of its two constraints is dramatically violated. This is called the high mass ratio problem, and it has been the bane of physics engines as it causes instabilities and explosions. If we do too many iterations, the solver becomes too slow, if we don’t it becomes unstable. Balancing the two sides has been a painful and long process.

Mitigation Strategies

📷A solver has two major sources of inaccuracies: time-stepping and iterative solving (there is also floating point drift but it’s minor compared to the first two). These inaccuracies introduce errors in the simulation causing it to drift from the correct path. Some of this drift is tolerable like slightly different velocities or energy loss, but some are not like instabilities, large energy gains or dislocated constraints.
Therefore a lot of the complexity in the solver comes from the implementation of methods to minimize the impact of computational inaccuracies. Our final implementation uses some traditional and some novel mitigation strategies:
  1. Warm starting: starting with the solution from a previous time-step to increase the convergence rate of the iterative solver
  2. Post-stabilization: reprojecting the system back to the constraint manifold to prevent constraint drift
  3. Regularization: adding compliance to the constraints ensuring a solution exists and is unique
  4. Pre-conditioning: using an exact solution to a linear subsystem, improving the stability of complex mechanisms
Strategies 1, 2 and 3 are pretty traditional, but 3 has been improved and perfected by us. Also, although 4 is not unheard of, we haven’t seen any practical implementation of it. We use an original factorization method for large sparse constraint matrices and a new efficient way of combining it with the PGS. The resulting implementation is only slightly slower compared to pure PGS but ensures that the linear system coming from equality constraints is solved exactly. Consequently, the equality constraints suffer only from drift coming from the time discretization. Details on our methods are contained in my GDC 2020 presentation. Currently, we are investigating direct methods applied to inequality constraints and collisions.

Getting More Details

Traditionally there are two mathematical models for articulated mechanisms: there are reduced coordinate methods spearheaded by Featherstone, that parametrize the degrees of freedom at each joint, and there are full coordinate methods that use a Lagrangian formulation.
We use the second formulation as it is less restrictive and requires much simpler mathematics and implementation.
The Roblox engine uses analytical methods to compute the dynamic response of constraints, as opposed to penalty methods that were used before. Analytics methods were initially introduced in Baraff 1989, where they are used to treat both equality and non-equality constraints in a consistent manner. Baraff observed that the contact model can be formulated using quadratic programming, and he provided a heuristic solution method (which is not the method we use in our solver).
Instead of using force-based formulation, we use an impulse-based formulation in velocity space, originally introduced by Mirtich-Canny 1995 and further improved by Stewart-Trinkle 1996, which unifies the treatment of different contact types and guarantees the existence of a solution for contacts with friction. At each timestep, the constraints and collisions are maintained by applying instantaneous changes in velocities due to constraint impulses. An excellent explanation of why impulse-based simulation is superior is contained in the GDC presentation of Catto 2014.
The frictionless contacts are modeled using a linear complementarity problem (LCP) as described in Baraff 1994. Friction is added as a non-linear projection onto the friction cone, interleaved with the iterations of the Projected Gauss-Seidel.
The numerical drift that introduces positional errors in the constraints is resolved using a post-stabilization technique using pseudo-velocities introduced by Cline-Pai 2003. It involves solving a second LCP in the position space, which projects the system back to the constraint manifold.
The LCPs are solved using a PGS / Impulse Solver popularized by Catto 2005 (also see Catto 2009). This method is iterative and considers each individual constraints in sequence and resolves it independently. Over many iterations, and in ideal conditions, the system converges to a global solution.
Additionally, high mass ratio issues in equality constraints are ironed out by preconditioning the PGS using the sparse LDL decomposition of the constraint matrix of equality constraints. Dense submatrices of the constraint matrix are sparsified using a method we call Body Splitting. This is similar to the LDL decomposition used in Baraff 1996, but allows more general mechanical systems, and solves the system in constraint space. For more information, you can see my GDC 2020 presentation.
The architecture of our solver follows the idea of Guendelman-Bridson-Fedkiw, where the velocity and position stepping are separated by the constraint resolution. Our time sequencing is:
  1. Advance velocities
  2. Constraint resolution in velocity space and position space
  3. Advance positions
This scheme has the advantage of integrating only valid velocities, and limiting latency in external force application but allowing a small amount of perceived constraint violation due to numerical drift.
An excellent reference for rigid body simulation is the book Erleben 2005 that was recently made freely available. You can find online lectures about physics-based animation, a blog by Nilson Souto on building a physics engine, a very good GDC presentation by Erin Catto on modern solver methods, and forums like the Bullet Physics Forum and GameDev which are excellent places to ask questions.

In Conclusion

The field of game physics simulation presents many interesting problems that are both exciting and challenging. There are opportunities to learn a substantial amount of cool mathematics and physics and to use modern optimizations techniques. It’s an area of game development that tightly marries mathematics, physics and software engineering.
Even if Roblox has a good rigid body physics engine, there are areas where it can be improved and optimized. Also, we are working on exciting new projects like fracturing, deformation, softbody, cloth, aerodynamics and water simulation.
Neither Roblox Corporation nor this blog endorses or supports any company or service. Also, no guarantees or promises are made regarding the accuracy, reliability or completeness of the information contained in this blog.
This blog post was originally published on the Roblox Tech Blog.
© 2020 Roblox Corporation. All Rights Reserved.

Using Clang to Minimize Global Variable Use

July

23, 2020

by RandomTruffle
PRODUCT & TECH
Every non-trivial program has at least some amount of global state, but too much can be a bad thing. In C++ (which constitutes close to 100% of Roblox’s engine code) this global state is initialized before main() and destroyed after returning from main(), and this happens in a mostly non-deterministic order. In addition to leading to confusing startup and shutdown semantics that are difficult to reason about (or change), it can also lead to severe instability.
Roblox code also creates a lot of long-running detached threads (threads which are never joined and just run until they decide to stop, which might be never). These two things together have a very serious negative interaction on shutdown, because long-running threads continue accessing the global state that is being destroyed. This can lead to elevated crash rates, test suite flakiness, and just general instability.
The first step to digging yourself out of a mess like this is to understand the extent of the problem, so in this post I’m going to talk about one technique you can use to gain visibility into your global startup flow. I’m also going to discuss how we are using this to improve stability across the entire Roblox game engine platform by decreasing our use of global variables.

Introducing -finstrument-functions

Nothing excites me more than learning about a new obscure compiler option that I’ve never had a use for before, so I was pretty happy when a colleague pointed me to this option in the Clang Command Line Reference. I’d never used it before, but it sounded very cool. The idea being that if we could get the compiler to tell us every time it entered and exited a function, we could filter this information through a symbolizer of some kind and generate a report of functions that a) occur before main(), and b) are the very first function in the call-stack (indicating it’s a global).
Unfortunately, the documentation basically just tells you that the option exists with no mention of how to use it or if it even actually does what it sounds like it does. There’s also two different options that sound similar to each other (-finstrument-functions and -finstrument-functions-after-inlining), and I still wasn’t entirely sure what the difference was. So I decided to throw up a quick sample on godbolt to see what happened, which you can see here. Note there are two assembly outputs for the same source listing. One uses the first option and the other uses the second option, and we can compare the assembly output to understand the differences. We can gather a few takeaways from this sample:
  1. The compiler is injecting calls to __cyg_profile_func_enter and __cyg_profile_func_exit inside of every function, inline or not.
  2. The only difference between the two options occurs at the call-site of an inline function.
  3. With -finstrument-functions, the instrumentation for the inlined function is inserted at the call-site, whereas with -finstrument-functions-after-inlining we only have instrumentation for the outer function. This means that when using-finstrument-functions-after-inlining you won’t be able to determine which functions are inlined and where.
Of course, this sounds exactly like what the documentation said it did, but sometimes you just need to look under the hood to convince yourself.
To put all of this another way, if we want to know about calls to inline functions in this trace we need to use -finstrument-functions because otherwise their instrumentation is silently removed by the compiler. Sadly, I was never able to get -finstrument-functions to work on a real example. I would always end up with linker errors deep in the Standard C++ Library which I was unable to figure out. My best guess is that inlining is often a heuristic, and this can somehow lead to subtle ODR (one-definition rule) violations when the optimizer makes different inlining decisions from different translation units. Luckily global constructors (which is what we care about) cannot possibly be inlined anyway, so this wasn’t a problem.
I suppose I should also mention that I still got tons of linker errors with -finstrument-functions-after-inlining as well, but I did figure those out. As best as I can tell, this option seems to imply –whole-archive linker semantics. Discussion of –whole-archive is outside the scope of this blog post, but suffice it to say that I fixed it by using linker groups (e.g. -Wl,–start-group and -Wl,–end-group) on the compiler command line. I was a bit surprised that we didn’t get these same linker errors without this option and still don’t totally understand why. If you happen to know why this option would change linker semantics, please let me know in the comments!

Implementing the Callback Hooks

If you’re astute, you may be wondering what in the world __cyg_profile_func_enter and __cyg_profile_func_exit are and why the program is even successfully linking in the first without giving undefined symbol reference errors, since the compiler is apparently trying to call some function we’ve never defined. Luckily, there are some options that allow us to see inside the linker’s algorithm so we can find out where it’s getting this symbol from to begin with. Specifically, -y should tell us how the linker is resolving . We’ll try it with a dummy program first and a symbol that we’ve defined ourselves, then we’ll try it with __cyg_profile_func_enter .
[email protected]:~/src/sandbox$ cat instr.cpp int main() {} [email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -Wl,-y -Wl,main instr.cpp /usbin/../lib/gcc/x86_64-linux-gnu/crt1.o: reference to main /tmp/instr-5b6c60.o: definition of main
No surprises here. The C Runtime Library references main(), and our object file defines it. Now let’s see what happens with __cyg_profile_func_enter and -finstrument-functions-after-inlining.
[email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -finstrument-functions-after-inlining -Wl,-y -Wl,__cyg_profile_func_enter instr.cpp /tmp/instr-8157b3.o: reference to __cyg_profile_func_enter /lib/x86_64-linux-gnu/libc.so.6: shared definition of __cyg_profile_func_enter
Now, we see that libc provides the definition, and our object file references it. Linking works a bit differently on Unix-y platforms than it does on Windows, but basically this means that if we define this function ourselves in our cpp file, the linker will just automatically prefer it over the shared library version. Working godbolt link without runtime output is here. So now you can kind of see where this is going, however there are still a couple of problems left to solve.
  1. We don’t want to do this for a full run of the program. We want to stop as soon as we reach main.
  2. We need a way to symbolize this trace.
The first problem is easy to solve. All we need to do is compare the address of the function being called to the address of main, and set a flag indicating we should stop tracing henceforth. (Note that taking the address of main is undefined behavior[1], but for our purposes it gets the job done, and we aren’t shipping this code, so ¯\_(ツ)_/¯). The second problem probably deserves a little more discussion though.

Symbolizing the Traces

In order to symbolize these traces, we need two things. First, we need to store the trace somewhere on persistent storage. We can’t expect to symbolize in real time with any kind of reasonable performance. You can write some C code to save the trace to some magic filename, or you can do what I did and just write it to stderr (this way you can pipe stderr to some file when you run it).
Second, and perhaps more importantly, for every address we need to write out the full path to the module the address belongs to. Your program loads many shared libraries, and in order to translate an address into a symbol, we have to know which shared library or executable the address actually belongs to. In addition, we have to be careful to write out the address of the symbol in the file on disk. When your program is running, the operating system could have loaded it anywhere in memory. And if we’re going to symbolize it after the fact we need to make sure we can still reference it after the information about where it was loaded in memory is lost. The linux function dladdr() gives us both pieces of information we need. A working godbolt sample with the exact implementation of our instrumentation hooks as they appear in our codebase can be found here.

Putting it All Together

Now that we have a file in this format saved on disk, all we need to do is symbolize the addresses. addr2line is one option, but I went with llvm-symbolizer as I find it more robust. I wrote a Python script to parse the file and symbolize each address, then print it in the same “visual” hierarchical format that the original output file is in. There are various options for filtering the resulting symbol list so that you can clean up the output to include only things that are interesting for your case. For example, I filtered out any globals that have boost:: in their name, because I can’t exactly go rewrite boost to not use global variables.
The script isn’t as simple as you would think, because simply crawling each line and symbolizing it would be unacceptably slow (when I tried this, it took over 2 hours before I finally killed the process). This is because the same address might appear thousands of times, and there’s no reason to run llvm-symbolizer against the same address multiple times. So there’s a lot of smarts in there to pre-process the address list and eliminate duplicates. I won’t discuss the implementation in more detail because it isn’t super interesting. But I’ll do even better and provide the source!
So after all of this, we can run any one of our internal targets to get the call tree, run it through the script, and then get output like this (actual output from a Roblox process, source file information removed):
excluded_symbols = [‘.\boost.*’]* excluded_modules = [‘/usr.\’]* /uslib/x86_64-linux-gnu/libLLVM-9.so.1: 140 unique addresses InterestingRobloxProcess: 38928 unique addresses /uslib/x86_64-linux-gnu/libstdc++.so.6: 1 unique addresses /uslib/x86_64-linux-gnu/libc++.so.1: 3 unique addresses Printing call tree with depth 2 for 29276 global variables. __cxx_global_var_init.5 (InterestingFile1.cpp:418:22) RBX::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp.:415:0) __cxx_global_var_init.19 (InterestingFile2.cpp:183:34) (anonymous namespace)::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp:171:0) __cxx_global_var_init.274 (InterestingFile3.cpp:2364:33) RBX::InterestingRobloxClass3::InterestingRobloxClass3()
So there you have it: the first half of the battle is over. I can run this script on every platform, compare results to understand what order our globals are actually initialized in in practice, then slowly migrate this code out of global initializers and into main where it can be deterministic and explicit.

Future Work

It occurred to me sometime after implementing this that we could make a general purpose profiling hook that exposed some public symbols (dllexport’ed if you speak Windows), and allowed a plugin module to hook into this dynamically. This plugin module could filter addresses using whatever arbitrary logic that it was interested in. One interesting use case I came up for this is that it could look up the debug information, check if the current address maps to the constructor of a function local static, and write out the address if so. This effectively allows us to gain a deeper understanding of the order in which our lazy statics are initialized. The possibilities are endless here.

Further Reading

If you’re interested in this kind of thing, I’ve collected a couple of my favorite references for this kind of topic.
  1. Various: The C++ Language Standard
  2. Matt Godbolt: The Bits Between the Bits: How We Get to main()
  3. Ryan O’Neill: Learning Linux Binary Analysis
  4. Linkers and Loaders: John R. Levine
  5. https://eel.is/c++draft/basic.exec#basic.start.main-3
Neither Roblox Corporation nor this blog endorses or supports any company or service. Also, no guarantees or promises are made regarding the accuracy, reliability or completeness of the information contained in this blog.
submitted by jaydenweez to u/jaydenweez [link] [comments]

100% FREE SIGNAL For IQ Option - binary options - YouTube Free Binary Options Trading System Binary Bot  Sniper Trader Bot (2020) IQ Option - SixtySecondTrades 2017 – How To Generator of quick profit on the binary options 60 Seconds Binary Options Indicator 15 Min Binary Options Strategy Best Binary Options Trading Strategy - Best Way To Make Up To $5,000 Every Day

Download this Free Vector about Digital white background with binary code numbers, and discover more than 10 Million Professional Graphic Resources on Freepik Over the course of 43 years Binary Options has seen a large growth in the market. From the launch of Chicago Board Options Exchange (also known as CBOE), the announcement from NADEX showing a 54% rise in trading volume over the last 12 months as of April 2015. With 2.5 million active binary options traders worldwide as of November 2015 the market growth shows itself to be of the fastest ... Three Download Options. Two sizes of ready PNGs and also one SVG file! These options can be customized. Special PNG size for iOS Retina devices. All Modern Browsers . SVG Avatars currently supports Firefox, Safari, Chrome, Opera, Internet Explorer, Edge, Android "Internet" Browser, Firefox for Android. Free Updates & Support. Both plugins come with free lifetime updates. The support is also ... Canva's infographic maker is free and simple to use. Our tool is used by millions of people around the world. Choose from one of our +280 pre designed infographic templates. free binary signal software free download - Free Binary Signals, Binary Options Signals, Free Binary Options Signals, and many more programs File Hash Generator. Compute and save MD5, SHA1, SHA2, RIPEMD hashes and CRC16/32 checksums for multiple files! Calculate hashes for whole file or just specified bytes. Insert hashes into files in text or binary form; save hashes to a separate file; add to file name. Info Download Buy Freebie. Advanced File Finder. Generate file list of all files with specific name pattern, extension ... Graphviz has many useful features for concrete diagrams, such as options for colors, fonts, tabular node layouts, line styles, hyperlinks, and custom shapes. Roadmap. dot - “hierarchical” or layered drawings of directed graphs. This is the default tool to use if edges have directionality. neato - “spring model” layouts. This is the default tool to use if the graph is not too large ... This infographic takes a look at Controlled Risk - the main feature of binary options is that the trader knows how much he can lose or win on any of the options before the transaction; High Profitability - you may double the amount of your investment costs in just a minute; and Simplicity - because the amount of payments for binary options depends largely on the direction of change of the ... Binary options charts have not always been of high quality when delivered direct from brokers – as discussed in more detail below. That is changing however, particularly with established CFD and spread betting brokers entering the binary options market. Live Binary Options Chart. Open Chart in New Window . Brokers with Charts. Some brokers now offer high quality binary options charts for ... The --binary option prevents Zint from performing any convertion of the data before placing in the barcode symbol and should be used if you are encoding raw binary or encrypted data. The --binary option encodes the input data as given. Automatic code page translations to ECI pages is disabled. This may be used for raw binary or binary encrypted ...

[index] [22534] [10307] [25764] [17153] [26592] [26899] [8067] [14688] [24998] [6210]

100% FREE SIGNAL For IQ Option - binary options - YouTube

• A medium-term expiry; choose FX options or stocks • A 15 Minute binary options trader can measure volatility to generate high probability trading signals. Binary.com is the premier platform for trading binary options in the world's financial markets. Binary Bot Pro® is the channel for finding strategy to trade on www.binary.bot This bot was created ... System Name:IQ Option - SixtySecondTrades – Generator of quick profit on the binary options… IQ Option - SixtySecondTrades is a very simple signal indicator, which shows us what is required to ... 100% FREE SIGNAL For IQ Option - binary options Building a 3.5kWh DIY Solar Generator for $650 - Start to Finish - Duration: 33:01. LithiumSolar Recommended for you. 33:01 . Are Binary Options a SCAM ? - Duration: 11:50. Investors Underground ... This sixty seconds binary options indicator works on Binary Mate, IQ Option, HighLow, Ayrex, CT Option, 24 Option, and Many more. For more info and trading t... The Best Binary Options Trading Strategy - Here's how I trade Binary Options - Duration: 15:46. ... USE STOCKS TO GENERATE INCOME - COVERED CALL Sky View Trading - Duration: 12:51. Sky View ...

http://binary-optiontrade.quarbestgerbbankre.ml