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  • Verify windows log-in via smart card

    - by Ronen Rabinovitz
    Hi I need to verify in my WPF application if the user log in to his computer via password or via smart-card. Both login options are available in my company clients but my application need to open only in the smart-card login. All the clients are windows 7 OS. I look at some sites: http://technet.microsoft.com/en-us/library/ff404285(v=ws.10).aspx http://www.codeproject.com/Articles/240655/Using-a-Smart-Card-Certificate-with-NET-Security-i and I'm thinking I need to get the enhanced key usage (EKU) attribute field. If the EKU is empty = then the user was loged via password and not via smartcard. I only need this simple check, I do not care for creating/validations on certificates atc.

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  • Looking for Open-Source or Licensed Personalised Greeting Card software

    - by Mr Pablo
    Before I jump in at the very deep end and try to make my own version of Moon Pig (www.moonpig.com) I would like to know what (if any) software/platforms currently exist that allow for visitors to personalise cards with text and uploaded photos and then purchase printed versions all via a single e-Commerce style platform. I have Googled till my fingers bled and I cannot find anything that matches my needs, which are: admin can provide templates (backgrounds) for the cards users can customise the card with text (font style and colour) users can upload their own photos (minor editing e.g. crop) to insert into the cards user can purchase a printed card via credit card payment Seeing as this kind of e-Commerce has been around for a while now, I would have thought there were some systems to purchase that can provide this functionality?

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  • Asterisk: Originate API - Which card to use to detect busy/ringing/answer event for FXO

    - by spkhaira
    I want to use Originate API of Asterisk to place an outbound call on a FXO channel, for testing purpose I am using X100P card and, as expected, card is not able to detect if the number is busy/ringing or when it is answered. I want to know which card should I use so that I can get such basic events ... I am not really interested in detailed call progress analysis for answering machine or live voice. I just need basic busy/ringing and answer events and maybe a dis-connect event. Thanks.

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  • video card performance monitoring?

    - by Dru
    Is there a 'top' like command for monitoring the GPU and memory usage of a video card? I am most interested in Linux commands, but and OS would be interesting. I strongly suspect that for a group of my systems the video cards are being under-utilized (but I have no idea by how much) and would like to re-allocate funds to other bottle-necks. We are using higher end cards, so the price difference between cards is significant. Thank you.

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  • Run script when a specific disk/memory card is mounted under OSX

    - by Max Rydahl Andersen
    How do I run a script when a drive is mounted under OSX ? My usecase is that I would like to automatically copy images from my USB memory/harddrive when it is inserted in my USB card reader, and when a DVD or CD is inserted I would like to copy it for storage in my media center. I've tried using Marcopolo but from what I can see it can only detect the presence of a certain USB device, not the presence of specific harddrive. (http://superuser.com/questions/65127/is-it-possible-to-run-an-automator-workflow-when-a-usb-device-is-connected)

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  • How to make game sessions like "with friends" games?

    - by Miguel lugo
    I want to make a game like "words with friends" or "chess with friends" or "Draw Something" or any of the other online multiplayer type games that are based around friends having game sessions with each other. I have made one app before that had no online features so I know the basics of objective-C and xCode. I looked up facebook connect so I know how to make friends find other friends to play with through Facebook. Just not how to make the gaming session. I only need my game to send a small array (or XML if it's better) of strings and integers from one iPhone to the other as each iPhone takes a turn. I'm NOT sending some complex video or anything like in "Draw Something." I was hoping someone could point me in the right direction (whether link to website or book or just a general idea) for how to do gaming sessions between two iPhones. I read this tutorial http://www.raywenderlich.com/3932/how-to-create-a-socket-based-iphone-app-and-server but it seems to be more about having two iPhones communicate over a server on a laptop or through the same wifi, not how to have iPhones game together over any Internet connection like in "with friends" games. I've tried to research this in other places but I'm never quite sure if what the articles I find are talking about is related to what I want or not. Someone please just point me in the right direction or give me a general outline of what to do. I will look up the specifics on my own once I know what to look for. Thank you.

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  • Should I be using Lua for game logic on mobile devices?

    - by Rob Ashton
    As above really, I'm writing an android based game in my spare time (android because it's free and I've no real aspirations to do anything commercial). The game logic comes from a very typical component based model whereby entities exist and have components attached to them and messages are sent to and fro in order to make things happen. Obviously the layer for actually performing that is thin, and if I were to write an iPhone version of this app, I'd have to re-write the renderer and core driver (of this component based system) in Objective C. The entities are just flat files determining the names of the components to be added, and the components themselves are simple, single-purpose objects containing the logic for the entity. Now, if I write all the logic for those components in Java, then I'd have to re-write them on Objective C if I decided to do an iPhone port. As the bulk of the application logic is contained within these components, they would, in an ideal world, be written in some platform-agnostic language/script/DSL which could then just be loaded into the app on whatever platform. I've been led to believe however that this is not an ideal world though, and that Lua performance etc on mobile devices still isn't up to scratch, that the overhead is too much and that I'd run into troubles later if I went down that route? Is this actually the case? Obviously this is just a hypothetical question, I'm happy writing them all in Java as it's simple and easy get things off the ground, but say I actually enjoy making this game (unlikely, given how much I'm currently disliking having to deal with all those different mobile devices) and I wanted to make a commercially viable game - would I use Lua or would I just take the hit when it came to porting and just re-write all the code?

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  • Need help in determing what, if any, tools can be used to create a free Flash game

    - by ReaperOscuro
    Yes I proudly -and sadly- declare that I am a complete nincompoop when it comes to Flash, and I have been fishing around the big wide web for information. The reason for this is that I have been contracted to create a game(s) for a website -the usual flash-based games caveat. Please I do not mean things like by those gaming generator websites, I mean small yet professional games- but the caveat, as always, is that impossible dream: it needs to be done all for free. The budget...well imagine it as not there. Annoyingly is that I am a game designer yes, but with a ridiculously tight deadline I haven't got much time to re-learn (ah the heady days of programming at uni) everything by the end of March, so I'd like to ask some people who know their stuff rather than keep looking at a gazillion different things. This is my understanding: with the flash sdk you can create a game, albeit you need to be pretty programming savvy. FlashDevelop helps there -yet I am not entirely sure how. Yet even FD says to use Flash for the animation/graphics. Yes its undeniably powerful but as I said there is the unattainable demand of no money. The million dollar question: what, if any, tools can I use to create a free flash game?

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  • Can I use sharing for satellite card with Dial UP Conniction

    - by Eias.N
    Hello ,, I want to buy a SkyStar card to view satellite channels in my PC , I'm planning to use Sharing servers to view all JSC Sport Channels , the question is Can I use sharing service with Dial up Connection (40 k.b) , Will the picture gone from time to time ? or it will work perfectly ?Have I use ADSL ? THANK YOU

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  • Is there a way to legally create a game mod?

    - by Rodrigo Guedes
    Some questions about it: If I create a funny version of a copyrighted game and sell it (crediting the original developers) would it be considered a parody or would I need to pay royalties? If I create a game mod for my own personal use would it be legal? What if I gave it for free to a friend? Is there a general rule about it or it depends on the developer will? P.S.: I'm not talking about cloning games like this question. It's all about a game clearly based on another. Something like "GTA Gotham City" ;) EDIT: This picture that I found over the internet illustrate what I'm talking about: Just in case I was not clear: I never created a mod game. I was just wondering if it would be legally possible before trying to do it. I'm not apologizing piracy. I pay dearly for my games (you guys have no idea how expensive games are in Brazil due to taxes). Once more I say that the question is not about cloning. Cloning is copy something and try to make your version look like a brand new product. Mods are intended to make reference to one or more of its source. I'm not sure if it can be done legally (if I knew I wasn't asking) but I'm sure this question is not a duplicate. Even so, I trust in the moderators and if they close my question I will not be offended - at least I had an opportunity to explain myself and got 1 good answer (by the time I write this, maybe some more will be given later).

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  • Need advice on which PCI SATA Controller Card to Purchase

    - by Matt1776
    I have a major issue with the build of a machine I am trying to get up and running. My goal is to create a file server that will service the needs of my software development, personal media storage and streaming/media server needs, as well as provide a strong platform for backing up all this data in a routine, cron-job oriented German efficiency sort of way. The issue is a simple one - all my drives are SATA drives and my motherboard controller only contains 4 ports. Solving the issue has proven to be an unmitigated nightmare. I would like advice on the purchase of the following: 4 Port internal SATA / 2 Port external eSATA PCI SATA Controller Card that has the following features and/or advantages: It must function. If I plug it in and attach drives, I expect my system to still make it to the Operating System login screen. It must function on CentOS, and I mean it must function WELL and with MINIMAL hassle. If hassle is unavoidable, there shall be CLEAR CUT and EASY TO FOLLOW instructions on how to install drivers and other supporting software. I do not need nor want fakeRAID - I will be setting up any RAID configurations from within the operating system. Now, if I am able to find such a mythical device, I would be eternally grateful to whomever would be able to point me in the right direction, a direction which I assume will be paved with yellow bricks. I am prepared to pay a considerable sum of money (as SATA controller cards go) and so paying anywhere between 60 to 120 dollars will not be an issue whatsoever. Does such a magical device exist? The following link shows an "example" of the type of thing I am looking for, however, I have no way of verifying that once I plug this baby in that my system will still continue to function once I've attached the drives, or that once I've made it to the OS, I will be able to install whatever drivers or software programs I need to make it work with relative ease. It doesn't have to be dog-shit simple, but it cannot involve kernels or brain surgery. http://www.amazon.com/gp/product/B00552PLN4/ref=pd_lpo_k2_dp_sr_1?pf_rd_p=486539851&pf_rd_s=lpo-top-stripe-1&pf_rd_t=201&pf_rd_i=B003GSGMPU&pf_rd_m=ATVPDKIKX0DER&pf_rd_r=1HJG60XTZFJ48Z173HKY So does anyone have a suggestion regarding the subject I am asking about? PCI SATA Controller Cards? It would help if you've had experience with the component before - that is after all why I am asking here - for those who have had experience that I do not have. Bear in mind that this is for a home setup and that I do not have a company credit card. I have a budget with a 'relative' upper limit of about $150.00.

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  • Rendering a big game universe - bitmaps or vector graphics?

    - by user1641923
    I am new to an Android development, though I have much experience with Java, C++, PHP programming and a bit experience with vector graphics too (basic 3d Studio Max, Flash, etc). I am starting to work on an Android game. It is going to be a 2D space shooter/RPG, and I am not going to use any game engines and any 3D party libs. I really want to create a very large game universe, or even pseudo-infinite (without visible borders, as if it were a 2D projection of a sphere). It should include 10-12 clusters of 7-8 planets/other space objects and random amount of single asteroids/comets, which player can interact with and also not interactive background. I am looking for a least complicated aproach to create such a universe. My current ideas are: Simply create bitmaps with space scenery background so that they can be tiled seamlessly repeated and construct my 2D universe of this tiles, then place interactive objects (planets, other spaceships) on it. Using vector graphics. I would have a solid color background, some random background objects and gradients here and there. My problems here: Lack of knowledge of how well vector graphics is integrated in Android. Performance? Memory usage? Does Android manage big bitmaps well? Do all of the bitmaps have to be in memory during all game process? I am interested in technical details regarding each of the ideas and a suggestion, which I should go with.

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  • Dell 4600 Driver for Audio Card Windows 7

    - by Littlet-ENG
    I just installed windows 7 on dell 4600 desktop. the Audio card is a Creative Labs Sound Blaster Audigy 2. I've look all over, and I can't find a driver for windows 7. I've also looked at Vista Drivers. It seems Dell is not supporting Windows 7 with this computer. I've got a work around, but would like a driver if possible. Any help would be appreciated.

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  • Publishing a game -- any way to target both WP7 and Win8 Store?

    - by Rei Miyasaka
    I'm at a dilemma which seems should soon become an important issue for a lot of developers. If I build a game in XNA, I won't be able to publish it on the Windows 8 Store, as it would be a classic application -- and classic applications can't be sold on the store. If I build a game in Metro DirectX, I would be able to sell it on the Store, but porting it to Windows Phone would involve porting it to Reach XNA, which in fact would likely involve more effort even than porting to OS X or Android -- both of which support C++. Of all the WinRT API that is supported on C++/JS/.NET, DirectX can only be programmed from C++. It's also unlikely that Microsoft will update Windows 7 or Vista to support the new DirectX features, although that would make the Metro DirectX the first new version of DirectX to stop supporting the immediate predecessor OS. If I build a game in Pre-Win8 DirectX 9/10/11, I won't be able to sell it on the Windows Store or Windows Phone, but I could sell it on something like Steam. It would also involve the most amount of manual plumbing. In fact, DirectWrite, despite being part of DirectX 11, doesn't talk to Direct3D. I'm getting really tired of all these restrictions -- artificial and otherwise -- and I'm coming to a point where I'm considering switching to a platform with a less fragmented API, like Android or Mac/iOS. As far as bringing a game into market goes, excluding the actual market share of any platforms that I might consider, what other factors would help me in making a decision? Just a few years ago this question was a lot easier to answer: if you were primarily concerned with Windows platforms, all you had to answer was whether you wanted DirectX, XNA, or something like SlimDX. If you made the wrong decision, no biggie -- all you really would have lost is XBox and the fairly small Windows Phone market.

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  • What is the best type of c# timer to use with a Unity game that uses many timers simultaneously?

    - by Kyle Seidlitz
    I am developing a stand-alone 3d game in Unity that will have anywhere from 1 to 200 timers running simultaneously. There will be a GameObject containing 1 timer. For this game timer durations will range from 5 minutes to 4 days. There will not be any countdown displays or any UI for the timers. Each object is a prefab, with all the necessary materials included. An attached script will handle the timer and all the necessary code to change the materials and make any sound effects. Once the timer is expired, the user will then click on the object again, and the object will be destroyed, and the user's inventory will be adjusted. If the user wants to save or end the game before all the timers are done, the start value of the still running timers is to be saved to an XML file such that when the game is started again, any still running timers will be checked to see if they have expired, where the object's materials will be changed appropriately. I am still trying to figure out what type of timer to use, and see also if there are any suggestions for saving and calculating times over several days. What class(es) of timers should I use? Are there any special issues I should look out for in terms of performance?

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  • What is the breakdown of jobs in game development?

    - by Destry Ullrich
    There's a project I'm trying to start for Indie Game Development; specifically, it's going to be a social networking website that lets developers meet through (It's a secret). One of the key components is showing what skills members have. Question: I need to know what MAJOR game development roles are not represented in the following list, keeping in mind that many specialist roles are being condensed into more broad, generalist roles: Art Animator (Characters, creatures, props, etc.) Concept Artist (2D scenes, environments, props, silhouettes, etc.) Technical Artist (UI artists, typefaces, graphic designers, etc.) 3D Artist (Modeling, rigging, texture, lighting, etc.) Audio Composer (Scores, music, etc.) Sound Engineer (SFX, mood setting, audio implementation, etc.) Voice (Dialog, acting, etc.) Design Creative Director (Initial direction, team management, communications, etc.) Gameplay Designer (Systems, mechanics, control mapping, etc.) World Designer (Level design, aesthetics, game progression, events, etc.) Writer (Story, mythos, dialog, flavor text, etc.) Programming Engine Programming (Engine creation, scripting, physics, etc.) Graphics Engineer (Sprites, lighting, GUI, etc.) Network Engineer (LAN, multiplayer, server support, etc.) Technical Director (I don't know what a technical director would even do.) Post Script: I have an art background, so i'm not familiar with what the others behind game creation actually do. What's missing from this list, and if you feel some things should be changed around how so?

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  • Configuring an EH-WIC Card on Cisco 1941 Router

    - by Olanrewaju T
    I have a Cisco 1941 Router that has just two ports for Gigabit connection but wanted more so I got a four port Cisco EH-WIC Card and connected it to it. I have been trying to assign IP address to the port GigabitEtnernet 0/0/0 because I have a cable already connected to it whose device I want it facing the router directly because I dont want to NAT its address. I want to assign the physical address on the port. Kinldy help if you understand what I am saying. Regards

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