Search Results

Search found 8498 results on 340 pages for 'integrated graphics'.

Page 101/340 | < Previous Page | 97 98 99 100 101 102 103 104 105 106 107 108  | Next Page >

  • Live cd and usb install failure blank screen when trying to install on an HP Pavilion dv6

    - by Ajian
    I recently bought a new computer, and have been trying to install linux on it, 11.10 x64. It is a HP pavilion dv6-6117dx. 2.4GHz/1.5GHz VISION A8 Technology from AMD with AMD Quad-Core A8-3500M Accelerated Processor AMD Radeon HD 6620G Discrete-Class Graphics I am pretty sure i picked a unsupported graphics card or something. I have tried booting from usb as well, but the screen becomes blank after rebooting.

    Read the article

  • Adobe Air Mobile AS3 app: challenges and how to overcome them?

    - by Arthur Wulf White
    I made a PC flash game for LD 26 - minimalism and I am working on porting it to Android. Some questions I'd like to ask: Is it bad to heavily use vector graphics (ie. this.graphics.lineTo()) in Mobile Air? Does Stencyl completely alleviate this issue? Are there any inherit disadvantages to using Air Mobile that I'm missing? Where is the documentation for Air mobile (I googled and found no recent books or documentation pdf so far)

    Read the article

  • The Ultimate Beginner?s Guide to OpenGL Drivers

    OpenGL drivers also know an Open Graphics Library; can be defined as cross-platform API that is required for writing applications to produce two dimensional and three dimensional computer graphics. T... [Author: Sunny Makkar - Computers and Internet - March 20, 2010]

    Read the article

  • Tried every possible method but couldn't enable compiz?

    - by 9kkmin
    a newbie, installed ubuntu 10.10 about a month ago,over the month i fixed everything from dad playback,to webcam,but couldn't enable compiz anayway,my card is blacklisted, i tried the SKIP_CHECKS=yes,method and even tried ghex editing,but of no avail,now all i get when i run compiz in the terminal is "segmentation fault",the specs of my laptop is intel core i3 2330,and intel hd graphics 3000,has anyone has been able to run compiz on intel hd graphics 3000?

    Read the article

  • Why when I log in my two screens shows the same image automatically?

    - by forellana
    When I log in on my computer, first my two monitors shows their own part of a larger desktop, then automatically changes to the same image on both screens, but I don't want to happen this, Is there any configuration to avoid this? About my hardware: 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09) 00:02.1 Display controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 09)

    Read the article

  • NVIDIA Puts Out Its OpenGL 4.0 Linux Driver

    <b>Phoronix:</b> "With NVIDIA having announced the GeForce GTX 470 and 480 graphics cards (formerly known as "Fermi") at the end of March and these graphics cards starting to appear at Internet retailers (see links below), NVIDIA has now put out its OpenGL 4.0 Linux driver."

    Read the article

  • Make a lives display in HUD, Flash AS3 (not text!)

    - by user40404
    I've been searching the internet all day and I can't find the answer I'm looking for. In my HUD I want to use orange dots to represent lives. The user starts off with 5 lives and every time they die, I want a dot to be removed. Pretty straight forward. So far my idea is to make a movie clip that has the five dots in a line. There would be 5 frames on the timeline (because after the last life it goes to a game over screen right away). I would have a variable set up to store the number of lives and a function to keep track of lives. So every hit of an obstacle would result in livesCounter--;. Then I would set up something like this: switch(livesCounter){ case 5: livesDisplay.gotoAndPlay(1); break; case 4: livesDisplay.gotoAndPlay(2); break; case 3: livesDisplay.gotoAndPlay(3); break; case 2: livesDisplay.gotoAndPlay(4); break; case 1: livesDisplay.gotoAndPlay(5); break; } I feel like there has to be an easier way to do this where I could just have a movie clip of a single orange dot that I could replicate across an x value based on the number of lives. Maybe the dots would be stored in an array? When the user loses a life, a dot on the right end of the line is removed. So in the end the counter would look like this: * * * * * * * * * * * * * * * (last life lost results in the end game screen) EDIT: code based on suggestions by Zhafur and Arthur Wolf White package { import flash.display.MovieClip; import flash.events.*; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.Sprite; import flash.text.*; import flash.utils.getTimer; public class CollisionMouse extends MovieClip{ public var mySprite:Sprite = new Sprite(); Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; public var replacement:newSprite = new newSprite; public var score:int = 0; public var obstScore:int = -50; public var targetScore:int = 200; public var startTime:uint = 0; public var gameTime:uint; public var pauseScreen:PauseScreen = new PauseScreen(); public var hitTarget:Boolean = false; public var hitObj:Boolean = false; public var currLevel:Number = 1; public var heroLives:int = 5; public var life:Sprite; public function CollisionMouse() { mySprite.graphics.beginFill(0xff0000); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.x = 200; mySprite.y = 200; pauseScreen.x = stage.width/2; pauseScreen.y = stage.height/2; life = new Sprite(); life.x = 210; stage.addEventListener(MouseEvent.MOUSE_MOVE,followMouse); /*mySprite.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);*/ //checkLevel(); timeCheck(); trackLives(); } public function timeCheck(){ addEventListener(Event.ENTER_FRAME, showTime); } public function showTime(e:Event) { gameTime = getTimer()-startTime; rm1_mc.timeDisplay.text = clockTime(gameTime); rm1_mc.livesDisplay.text = String(heroLives); } public function clockTime(ms:int) { var seconds:int = Math.floor(ms/1000); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; } public function trackLives(){ for(var i:int=0; i<heroLives; i++){ life.graphics.lineStyle(1, 0xff9900); life.graphics.beginFill(0xff9900, 1); life.graphics.drawCircle(i*15, 45, 6); life.graphics.endFill(); addChild(life); } } function followMouse(e:MouseEvent){ mySprite.x=mouseX; mySprite.y=mouseY; trackCollisions(); } function trackCollisions(){ if(mySprite.hitTestObject(rm1_mc.obst1) || mySprite.hitTestObject(rm1_mc.obst2)){ hitObjects(); } else if(mySprite.hitTestObject(rm1_mc.target_mc)){ hitTarg(); } } function hitObjects(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeChild(mySprite); hitObj = true; checkScore(); } function hitTarg(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeEventListener(Event.ENTER_FRAME, showTime); removeChild(mySprite); hitTarget = true; currLevel++; checkScore(); } function checkScore(){ if(hitObj){ score += obstScore; heroLives--; removeChild(life); } else if(hitTarget){ score += targetScore; } rm1_mc.scoreDisplay.text = String(score); rm1_mc.livesDisplay.text = String(heroLives); trackLives(); } } }

    Read the article

  • Installing NVIDIA driver causes black screen (750M)

    - by aftrumpet
    I have a dual boot set up on a Lenovo Ideapad Y500 with NVIDIA 750M and I am having problems installing the graphics cards. I have made sure to install both linux-headers-generic and linux-source, and yet have ended up with a black screen whether I install nvidia-current, nvidia-current-updates, nvidia-experimental-310, and nvidia-319. I even tried enabling proprietary drivers through settings and still ended up with a black screen on boot. Is my graphics card just not supported yet, or is there a way to fix this?

    Read the article

  • Kernel Log: Linux 2.6.34 goes into testing

    <b>The H Open:</b> "Improvements include graphics drivers for recent Radeon GPUs and for the graphics cores of some Intel processors that are only expected to be released early next year. Another new addition is the LogFS SSD file system."

    Read the article

  • HTTP Error 503 - Service is unavailable (how fix?)

    - by SilverLight
    i have a web site for download mobile files and there many users in my web site. sometimes i have the error below : HTTP Error 503 - Service is unavailable 1-so why this error happens and what is that mean? 2-as i know appache free up itself when it's oveloaded, but what about iis? how can i put some limitations in my server (i have remote access to my server) for prevent this error happening? a.is limitation of dowload's speed efficient for prevent that error's occur? how can i do that? is squid useful for this job or i can do that with another iis extension. b.is limitation of download's Bandwidth efficient for prevent that error's occur? how can i do that (with iis or another extension)? in right side of iis - configure area - i found some limits. what do those limits mean and can i use them for keep my server alive all the time? EDIT: after viewing event viewer of windows - custom views - server rols - web server (iis) i figure out there is no error in that area. but many warnings and information. the latest warnings and information are like below : warning A worker process '2408' serving application pool 'ASP.NET 4.0 (Integrated)' failed to stop a listener channel for protocol 'http' in the allotted time. The data field contains the error number. warning A process serving application pool 'ASP.NET 4.0 (Integrated)' exceeded time limits during shut down. The process id was '6764'. warning A worker process '3232' serving application pool 'ASP.NET 4.0 (Integrated)' failed to stop a listener channel for protocol 'http' in the allotted time. The data field contains the error number. warning A process serving application pool 'ASP.NET 4.0 (Integrated)' exceeded time limits during shut down. The process id was '3928'. thanks in advance best regards

    Read the article

  • How do I configure nVidia drivers on a Portable Ubuntu setup?

    - by Nicholas Flynt
    I've been pulling my hair out over this one for a couple of days now, google is no help. I've created a wonderful (until this issue) portable copy of Ubuntu linux that will boot on mostly anything by using a USB enclosure for my laptop's 80GB SATA drive. So far so good, it boots and runs on everything, and on non-nVidia card setups was even detecting the drivers, or letting me install the required drivers for hardware acceleration and compiz. Because you know, the wobble windows are the most awesome thing ever. Anyway, my desktop machine had an nVidia card, so I'm thinking, sure, I'll just install the nVidia drivers like before and everything will work happily. Not so-- now the desktop and any other nVidia cards work great, but it seems to have completely disabled any other graphics cards. When the kernel module detects that an nVidia card isn't present, it shoots up this nasty little dialog box giving me the option to boot into "low graphics" mode, which doesn't even allow me to use the correct screen resolution, much less see the installed graphics card and try to configure a driver for it. Is there any way to configure Ubuntu (with the dreaded nVidia kernel module) so that it can use nVidia's drivers when an nVidia card is present, and default to the normal (not low-graphics) setup in other cases, so that it has a fair chance of using what's actually present? I'm not afraid to much with config files, I just don't know the underlying system well enough to feel comfortable diving in without a push in the right direction. Thanks guys!

    Read the article

  • Desktop bigger than screen

    - by alex
    I am using MSI U115 11" netbook (OS: Windows XP Home, graphics card: Intel Graphics Media Accelerator 500) and today after I switched it on, desktop was bigger than screen. To be exact: screen resolution was set to the lowest possible and I could move mouse outside of screen (but only below - left, right and up worked normally, mouse could not exceed screen boundaries). I changed resolution back to normal, but the problem with desktop being bigger than screen remained (as before, only lower part - cannot see task bar, etc. When I hit windows button on keyboard, only upper part of menu start is visible). What I already tried was changing all kind of graphics and screen settings - none of them helped. I also tried to restore the system to few days before, but it didn't help neither. What can I do to make the desktop look "normally"? EDIT: Some additional info regarding screen: Sorry it's in polish - but let me explain. There are two screens I can choose (Monitor domyslny means default screen), but the second one (the default one) is not available. After I choose it and click apply number 1. is used (and as you can see it has only two resolutions available. There are more in the second one - but without 1024x600 though). The two ticked and grayed out options here are Use this screen as the main one and Enlarge Windows desktop to match this monitor's size. Too bad I cannot change them. When I choose the second screen, the first box is unchecked and grayed out. The second box is available to be changed but it doesn't matter anyway as after applying changes it reverts to the first screen anyway. EDIT: Intel Graphics Media Control Panel screenshot.

    Read the article

  • Boot sequence unlike reboot

    - by samgoody
    When I turn on the computer it acts very differently than when I reboot it. [WinXP Pro, Intel Core2 6600, 2.4GHZ, 2GB RAM, NVIDA GeForce] Boot: Monitor must be plugged into the motherboard or no image. Screen resolution 800x600. Changes to the resolution cause only the top half of the screen to be usable, and are lost when I shut down the computer. Desktop icons arranged in neat rows on left of desktop. Nothing of note in system tray In Device Manger - Display adapter: Intel(R) Q965/Q963 Express Chipset Family In Device Manger - Monitors, two monitors are listed Hibernate and standby work. Reboot: Monitor must be plugged into the graphics card or no image. Screen resolution - 1280x1024 Desktop icons arranged in the cute circle that I put them in. NVIDIA icon shows in system tray. In Device Manger - Display adapter: NVIDA GeForce 6200LE In Device Manger - Monitors, one monitor is listed Hibernate and standby do not work. When awakened after a hibernation it says: The system could not be restarted from its previous location because the restoration image is corrupt. Delete restoration data & proceed to system boot? Double reboot (inconsistent): Monitor must be plugged into the graphics card. Screen resolution - 1024x768 Odd icon shows in system tray whose tooltip says "Intel Graphics" For a while my morning ritual was to boot, wait, reboot using (alt+ctrl+del - ctrl+u - R), wait. Keeping the monitor plugged into the graphics card. But aside for the inefficiency of this method, I sometimes want to standby and can't. On the other hand, the computer is unusable when set to 800x600. Please help, anyone?

    Read the article

  • Eee PC 1015BX ram compatibility?

    - by AdrianaMX
    Asus Eee PC 1015BX Operating System Windows 7 Starter, 32bit CPU AMD Fusion APU C60 1.0GHz (dual core) Processor Graphic AMD Radeon HD 6290 (256 MB Shared) Memory DDR3, 1 x SO-DIMM, 1GB I have upgraded the preloaded "Windows 7 Starter" to "Windows 7 Professional" I want to upgrade the ram, from 1gb (factory) to 4 gb. What should i buy? SODDR3, 4GB, 1066MHZ, PC3-8500, 204PIN? or SODDR3, 4GB, 1333MHZ, PC3-10666, 204PIN? I already know that Windows 7 32-bits can't handle 4gb, only 3gb (but 3gb is better than one stick of 2gb). ASUS send me this link, but i think they are wrong, (or Insufficient Information for me) http://www.kingston.com/us/memory/search/Default.aspx?DeviceType=3&Mfr=ASU&Line=Eee%20PC&Model=71404 Thank you. CPU-Z Chipset Memory Type DDR3 Memory Size 750 MBytes Memory Frequency 532.2 MHz (3:16) CAS# latency (CL) 7.0 RAS# to CAS# delay (tRCD) 7 RAS# Precharge (tRP) 7 Cycle Time (tRAS) 20 Bank Cycle Time (tRC) 27 Memory SPD NO INFO AIDA64 North bridge Properties North bridge AMD K14 IMC Supported Memory Types DDR3-800, DDR3-1066 SDRAM Memory Slots DRAM Slot #1 1 GB (DDR3 SDRAM) Integrated Graphics Controller Graphics Controller Type AMD Radeon HD 6290 (Wrestler) Graphics Controller Status Enabled Graphics Frame Buffer Size 256 MB

    Read the article

  • What could be causing windows to fail to sleep or hibernate, and revert system settings?

    - by xdumaine
    I am running Windows 8.1 on my system (Dell e6520) and the symptoms are this: My PC won't sleep or hibernate. It the screen turns off, but the fans just run and run, and after a little while, it completely shuts down, and when I start it back up, everything is closed, like it was a fresh boot/restart. I'm have a weird issue with outlook described here and the fix works fine - modifying a registry value. The weirder part is that after my computer fails to sleep or hibernate, and it starts back up, the registry value is GONE, like I never modified it, and thus the outlook error message is back. I thought maybe a graphics driver was preventing the sleep/hibernate, so I attempted to uninstall the NVIDIA graphics driver and control panel. HOWEVER, once the computer fails to sleep/hibernate, the NVIDIA graphics driver and control panel appear BACK on my system, like I didn't uninstall them. What could be happening here? I really need to be able to sleep/hibernate so I don't lose work or my work state, and these issues are really concerning. What I've tried, without success: Uninstalling graphics driver mentioned above Disabling hibernate and using sleep disabling/re-enabling hibernate Disabling startup items Sleeping as local system admin account disconnecting all USB, network, and bluetooth devices

    Read the article

  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

    Read the article

  • DVD not detected?

    - by Benjamin
    As i insert a DVD in my drive (on a laptop) using Kubuntu 12.04, the DVD is not detected. The drive takes the DVD, I can hear it munching on it for a while, and then nothing. Even ejecting the DVD becomes a hassle, I need to do that at boot time otherwise the OS won't allow me to eject. Kubuntu 12.04 used to read and mount the same DVDs just fine a week ago. Edit: since I am able to boot from CD, can I safely assume the issue is not a hardware issue? How can I fix this? wodim --devices returns: wodim: Overview of accessible drives (1 found) : ------------------------------------------------------------------------- 0 dev='/dev/sg1' rwrw-- : 'Optiarc' 'DVD+-RW AD-7640A' ------------------------------------------------------------------------- sudo lshw -class disk returns: *-cdrom description: DVD-RAM writer product: DVD+-RW AD-7640A vendor: Optiarc physical id: 0.0.0 bus info: scsi@3:0.0.0 logical name: /dev/cdrom2 logical name: /dev/cdrw2 logical name: /dev/dvd2 logical name: /dev/dvdrw2 logical name: /dev/sr0 version: JD06 capabilities: removable audio cd-r cd-rw dvd dvd-r dvd-ram configuration: ansiversion=5 status=open lspci returns: 00:00.0 Host bridge: Intel Corporation Mobile PM965/GM965/GL960 Memory Controller Hub (rev 0c) 00:02.0 VGA compatible controller: Intel Corporation Mobile GM965/GL960 Integrated Graphics Controller (primary) (rev 0c) 00:02.1 Display controller: Intel Corporation Mobile GM965/GL960 Integrated Graphics Controller (secondary) (rev 0c) 00:1a.0 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #5 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801H (ICH8 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801H (ICH8 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 1 (rev 03) 00:1c.1 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 2 (rev 03) 00:1c.3 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 4 (rev 03) 00:1c.4 PCI bridge: Intel Corporation 82801H (ICH8 Family) PCI Express Port 5 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801H (ICH8 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801H (ICH8 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev f3) 00:1f.0 ISA bridge: Intel Corporation 82801HM (ICH8M) LPC Interface Controller (rev 03) 00:1f.1 IDE interface: Intel Corporation 82801HM/HEM (ICH8M/ICH8M-E) IDE Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation 82801HM/HEM (ICH8M/ICH8M-E) SATA Controller [AHCI mode] (rev 03) 00:1f.3 SMBus: Intel Corporation 82801H (ICH8 Family) SMBus Controller (rev 03) 06:00.0 Network controller: Broadcom Corporation BCM4312 802.11b/g LP-PHY (rev 01) 07:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 02) 08:05.0 FireWire (IEEE 1394): O2 Micro, Inc. Firewire (IEEE 1394) (rev 02) 08:05.2 SD Host controller: O2 Micro, Inc. Integrated MMC/SD Controller (rev 02) 08:05.3 Mass storage controller: O2 Micro, Inc. Integrated MS/xD Controller (rev 01) and lsusb: Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 003: ID 0c45:63e0 Microdia Sonix Integrated Webcam Bus 003 Device 002: ID 0483:2016 SGS Thomson Microelectronics Fingerprint Reader The /etc/modprobe.d/blacklist.conf contains: # This file lists those modules which we don't want to be loaded by # alias expansion, usually so some other driver will be loaded for the # device instead. # evbug is a debug tool that should be loaded explicitly blacklist evbug # these drivers are very simple, the HID drivers are usually preferred blacklist usbmouse blacklist usbkbd # replaced by e100 blacklist eepro100 # replaced by tulip blacklist de4x5 # causes no end of confusion by creating unexpected network interfaces blacklist eth1394 # snd_intel8x0m can interfere with snd_intel8x0, doesn't seem to support much # hardware on its own (Ubuntu bug #2011, #6810) blacklist snd_intel8x0m # Conflicts with dvb driver (which is better for handling this device) blacklist snd_aw2 # causes failure to suspend on HP compaq nc6000 (Ubuntu: #10306) blacklist i2c_i801 # replaced by p54pci blacklist prism54 # replaced by b43 and ssb. blacklist bcm43xx # most apps now use garmin usb driver directly (Ubuntu: #114565) blacklist garmin_gps # replaced by asus-laptop (Ubuntu: #184721) blacklist asus_acpi # low-quality, just noise when being used for sound playback, causes # hangs at desktop session start (Ubuntu: #246969) blacklist snd_pcsp # ugly and loud noise, getting on everyone's nerves; this should be done by a # nice pulseaudio bing (Ubuntu: #77010) blacklist pcspkr # EDAC driver for amd76x clashes with the agp driver preventing the aperture # from being initialised (Ubuntu: #297750). Blacklist so that the driver # continues to build and is installable for the few cases where its # really needed. blacklist amd76x_edac

    Read the article

  • Simple XNA 2D demo: why is my F# version slower than C# version?

    - by Den
    When running this XNA application it should display a rotated rectangle that moves from top-left corner to bottom-right corner. It looks like my F# version is noticeably much slower. It seems that the Draw method skips a lot of frames. I am using VS 2012 RC, XNA 4.0, .NET 4.5, F# 3.0. I am trying to make it as functional as possible. What could be the reason for poor performance? C#: class Program { static void Main(string[] args) { using (var game = new FlockGame()) { game.Run(); } } } public class FlockGame : Game { private GraphicsDeviceManager graphics; private DrawingManager drawingManager; private Vector2 position = Vector2.Zero; public FlockGame() { graphics = new GraphicsDeviceManager(this); } protected override void Initialize() { drawingManager = new DrawingManager(graphics.GraphicsDevice); this.IsFixedTimeStep = false; } protected override void Update(GameTime gameTime) { position = new Vector2(position.X + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * (float)gameTime.ElapsedGameTime.TotalSeconds); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { //this.GraphicsDevice.Clear(Color.Lavender) drawingManager.DrawRectangle(position, new Vector2(100.0f, 100.0f), 0.7845f, Color.Red); base.Draw(gameTime); } } public class DrawingManager { private GraphicsDevice GraphicsDevice; private Effect Effect; public DrawingManager(GraphicsDevice graphicsDevice) { GraphicsDevice = graphicsDevice; this.Effect = new BasicEffect(this.GraphicsDevice) { VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, this.GraphicsDevice.Viewport.Width, this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f) }; } private VertexPositionColor[] GetRectangleVertices (Vector2 center, Vector2 size, float radians, Color color) { var halfSize = size/2.0f; var topLeft = -halfSize; var bottomRight = halfSize; var topRight = new Vector2(bottomRight.X, topLeft.Y); var bottomLeft = new Vector2(topLeft.X, bottomRight.Y); topLeft = Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center; topRight = Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center; bottomRight = Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center; bottomLeft = Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center; return new VertexPositionColor[] { new VertexPositionColor(new Vector3(topLeft, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(topRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomRight, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color), new VertexPositionColor(new Vector3(topLeft, 0.0f), color) }; } public void DrawRectangle(Vector2 center, Vector2 size, float radians, Color color) { var vertices = GetRectangleVertices(center, size, radians, color); foreach (var pass in this.Effect.CurrentTechnique.Passes) { pass.Apply(); this.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2); } } } F#: namespace Flocking module FlockingProgram = open System open Flocking [<STAThread>] [<EntryPoint>] let Main _ = use g = new FlockGame() g.Run() 0 //------------------------------------------------------------------------------ namespace Flocking open System open System.Diagnostics open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input type public FlockGame() as this = inherit Game() let mutable graphics = new GraphicsDeviceManager(this) let mutable drawingManager = null let mutable position = Vector2.Zero override Game.LoadContent() = drawingManager <- new Rendering.DrawingManager(graphics.GraphicsDevice) this.IsFixedTimeStep <- false override Game.Update gameTime = position <- Vector2(position.X + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds, position.Y + 50.1f * float32 gameTime.ElapsedGameTime.TotalSeconds) base.Update gameTime override Game.Draw gameTime = //this.GraphicsDevice.Clear(Color.Lavender) Rendering.DrawRectangle(drawingManager, position, Vector2(100.0f, 100.0f), 0.7845f, Color.Red) base.Draw gameTime //------------------------------------------------------------------------------ namespace Flocking open System open System.Collections.Generic open Microsoft.Xna.Framework open Microsoft.Xna.Framework.Graphics open Microsoft.Xna.Framework.Input module Rendering = [<AllowNullLiteral>] type DrawingManager (graphicsDevice : GraphicsDevice) = member this.GraphicsDevice = graphicsDevice member this.Effect = new BasicEffect(this.GraphicsDevice, VertexColorEnabled = true, Projection = Matrix.CreateOrthographicOffCenter(0.0f, float32 this.GraphicsDevice.Viewport.Width, float32 this.GraphicsDevice.Viewport.Height, 0.0f, 0.0f, 1.0f)) let private GetRectangleVertices (center:Vector2, size:Vector2, radians:float32, color:Color) = let halfSize = size / 2.0f let mutable topLeft = -halfSize let mutable bottomRight = halfSize let mutable topRight = new Vector2(bottomRight.X, topLeft.Y) let mutable bottomLeft = new Vector2(topLeft.X, bottomRight.Y) topLeft <- Vector2.Transform(topLeft, Matrix.CreateRotationZ(radians)) + center topRight <- Vector2.Transform(topRight, Matrix.CreateRotationZ(radians)) + center bottomRight <- Vector2.Transform(bottomRight, Matrix.CreateRotationZ(radians)) + center bottomLeft <- Vector2.Transform(bottomLeft, Matrix.CreateRotationZ(radians)) + center [| new VertexPositionColor(new Vector3(topLeft, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(topRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomRight, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(bottomLeft, 0.0f), color) new VertexPositionColor(new Vector3(topLeft, 0.0f), color) |] let DrawRectangle (drawingManager:DrawingManager, center:Vector2, size:Vector2, radians:float32, color:Color) = let vertices = GetRectangleVertices(center, size, radians, color) for pass in drawingManager.Effect.CurrentTechnique.Passes do pass.Apply() drawingManager.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, vertices, 0, vertices.Length/2)

    Read the article

  • Macbook Pro 2.66 GHz vs. 2.8 GHz

    - by nevan
    Is there much advantage in getting the higher end Macbook Pro compared to the mid-range one? The differences between the two are: 2.66 GHz vs. 2.8 GHz 256 MB graphics memory vs. 512 MB 3 MB L2 cache vs. 6 MB 320 GB hard drive vs. 500 GB $2000 vs. $2300 I've looked around, but I can't find any direct comparisons for the two machines. I'd be using the machine for development. I generally use a computer for 3 years. I don't really play games, but do use Photoshop regularly. I've heard that once Snow Leopard arrives, the graphics chip will be used to boost the main processor, so I was wondering if getting the one with more graphics memory would be an advantage?

    Read the article

  • Performance difference between MacBook Pro (2.8 GHz) vs Air (1.7 GHz)?

    - by jonathanconway
    I'm comparing these two Apple laptops: MacBook Pro (13", 2011 model): 2.8GHz dual-core Intel Core i7 processor with 4MB shared L3 cache 4GB (two 2GB SO-DIMMs) of 1333MHz DDR3 SDRAM AMD Radeon HD 6770M graphics processor with 1GB of GDDR5 memory on 2.4GHz configuration MacBook Air (13", 2011 model): 1.7GHz dual-core Intel Core i5 with 3MB shared L3 cache 4GB of 1333MHz DDR3 onboard memory Intel HD Graphics 3000 processor with 384MB of DDR3 SDRAM shared with main memory There's definitely a gap between them in terms of CPU speed and graphics, but what practical difference would this make on a day-to-day basis? On the one hand, I love the sleek, thin appearance of the Air. On the other hand, I don't want a machine that's going to be dog-slow when doing tasks such as running Virtual Machines, dual-booting to Windows and running multiple instances of Visual Studio, and maybe some light gaming. Is there going to be a major difference that makes the MacBook Pro a more attractive purchase?

    Read the article

  • Dual boot OSX and Windows 7 natively

    - by Phill
    I'm considering getting one of those new fancy Mac Book Pro's with the fancy screens, but after reading some stuff on the internets about running Windows 7 with bootcamp: https://discussions.apple.com/thread/2770866?start=0&tstart=0 It seems you can't use the integrated graphics with windows, this causes windows to chew the battery life: I am afraid it is not possible. Since Apple introduced dual graphics chip laptops, they kept the low power/embedded GPU hidden under Window and they expose only the power hungry discrete GPU. It feels that this is being done on purpose so that it appears to users that OS X offers a better experience and battery life over Windows. So running bootcamp and windows kills the battery, running in parallels means you don't get accelerated 3d support (or something along those lines), so you don't get the performance out of it. I'm wondering: Is it possible to natively dual boot Windows 7 on a MBP, and if so would/does that give windows access to the integrated graphics to be able to not rape the battery?

    Read the article

  • Triple ghost animated cursor

    - by R G A
    Since installing the driver for Intuos 4 Graphics tablet, animated cursors display as a triple ghost cursor. I cannot find any reference to this problem elsewhere. System specifications: new Dell XPS, Windows 7, ATI Mobility Radeon HD 4670. Graphics tablet and graphics software are virtually useless since the cursor hotspot is nearly impossible to identify. All drivers and software are current. Any thoughts? Vendors deny any knowledge or responsibility. Removing the Intuos driver does not fix this.

    Read the article

  • Here's what I want... what do I tell my IT guy I need?

    - by Jason
    I work in the graphics department for a real estate brokerage, and we deal with a lot of photos. Agents take the photos, upload them to me, I touch up and standardize the photos, then I add them to an in-house server for future use by the graphics dept. I'd like to make the "sanitized" photo files available to the agents to use when they want, but I don't want the agents poking around the graphics department's files (things get misplaced, renamed and messed up in a hurry). What would be perfect is if we could create a read-only "mirror" (correct term?) of that server that could be accessed by the agents as needed, but which wouldn't feed back into our "sanitized" file system. What do I tell the office IT guy I need (platform-agnostically, because I don't know what he's running)? I never get to see him face-to-face, so I've got to word this as carefully and explicitly as possible. Thoughts? Thanks in advance for your feedback

    Read the article

  • Virtual Machine Performance - More RAM or More Processor?

    - by webworm
    When looking to improve Virtual Machine performance what would be better ... Increasing the available RAM or increasing the processor power? Here is my choice ... Core 2 Duo @ 2.4 GHz with 8 GB RAM and integrated graphics (Mac Book Pro 13") Core i7 @ 2.6 GHz with 4 GB RAM and 512 MB dedicated graphics (Mac Book Pro 15") I plan to run Windows x64 in the VM with SQL Server 2008, Visual Studio 2010, and SharePoint 2010. I am planning to run VMWare Fusion v3. I also didn't know if a dedicated graphics card makes a difference when using a Virtual Machine. Thank you.

    Read the article

  • MSDCS zone missing

    - by hyp
    I seem to have an issue with our AD/DNS, the structure looks like: but the BPA gives me an error: Issue: The Active Directory integrated DNS zone _msdcs.<domain> was not found. Impact: DNS queries for the Active Directory integrated zone _msdcs.<domain> might fail. Resolution: Restore the Active Directory integrated DNS zone _msdcs.<domain> Now we've got 4 DC's in total: 2 running Server 2008 R2, 2 running Server 2003. The older ones will be retired sometime this year. Actually everything seems to be working ok (if something isn't then we don't know about it), we've got quite a few .NET applications authenticating against AD, no DNS issues from what I can tell and various bits on the network point to all 4 controllers. Furthermore a dcdiag /dnsall comes up with all passes. Is this something I should be worried about?

    Read the article

< Previous Page | 97 98 99 100 101 102 103 104 105 106 107 108  | Next Page >