Search Results

Search found 7342 results on 294 pages for 'graphics filtering'.

Page 112/294 | < Previous Page | 108 109 110 111 112 113 114 115 116 117 118 119  | Next Page >

  • 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

  • How can I explain to dspam that the user "brandon" is the same as "brandon@mydomain"

    - by Brandon Craig Rhodes
    I am using dspam for spam filtering by running the "dspamd" daemon under Ubuntu 9.10 and then setting up a Postfix rule that says: smtpd_recipient_restrictions = ... check_client_access pcre:/etc/postfix/dspam_everything ... where that PCRE map looks like this: /./ FILTER lmtp:[127.0.0.1]:11124 This works well, and means that all users on my system get all of their email, whether "dspam" thinks it is innocent or not, and have the option of filtering on its decisions or ignoring them. The problem comes when I want to train dspam using my email archives. After reading about the "dspam" command, I tried this on the files in my Inbox and spam boxes (which date from when I was using another filtering solution): for file in Mail/Inbox/*; do cat $file | dspam --class=innocent --source=corpus; done for file in Mail/spam/*; do cat $file | dspam --class=spam --source=corpus; done The symptom I noticed after doing all of this was that dspam was horrible at classifying spam — it couldn't find any! The problem, when I tracked it down, was that I was training the user "brandon" with the above commands, but the incoming email was instead compared against the username "brandon@mydomain", so it was running against a completely empty training database! So, what can I do to make the above commands actually train my fully-qualified email address rather than my bare username? I would like to avoid having to run "dspam" as root with a "--user" option. I would have expected that the "dspam" configuration files would have had an "append_domain" attribute or something with which to decorate local usernames with an appropriate email domain, but I can't find any such thing. When I used to use the Berkeley DB backend to "dspam", I solved this problem by creating a symlink from one of the databases to the other. :-) But that solution eventually died because the BDB backend is not thread-safe, so now I have moved to the PostgreSQL back-end and need a way to solve the problem there. And, no, the table where it keeps usernames has a UNIQUE constraint that prevents me from listing both usernames as mapping to the same ID. :-)

    Read the article

  • Group policy not applying to security group

    - by ihavenoideawhatimdoing
    Preface: I have enough privileges to create GPOs in my OU, and have made a few of them for some simple tasks (like deploying a printer to certain users). Not actually a sysadmin...I'm a developer who is winging it. I wanted to create a GPO that would set a mapped folder for a certain security group (which I recently created and that contains only myself). Did the following: Created the GPO in MyOU - Users Removed the default Authenticted Users under Security Filtering Add the security group with my account to Security Filtering Set up the mapping via the User Configuration option Changed GPO Status to "Computer configuration settings disabled" Left WMI filtering to Closed the GPO at this point... Logged in as the target user; ran gpupdate /force Logged out, logged in, ran gpresult /r, no mention of my GPO Rebooted Logged in, re-ran gpupdate /force Logged out, logged in, ran gpresult /r, still no mention of my GPO If I log in with another completely different user, their RSOP information shows that the new GPO is being ignored due to a security restriction, so it appears to be "working" for other users. I just can't get it to actually show up in RSOP for the user it should be working. Is there anything else I can do short of rebooting endlessly and crossing my fingers?

    Read the article

  • VLAN ACLs and when to go Layer 3

    - by wuckachucka
    I want to: a) segment several departments into VLANs with the hopes of restricting access between them completely (Sales never needs to talk to Support's workstations or printers and vice-versa) or b) certain IP addresses and TCP/UDP ports across VLANS -- i.e. permitting the Sales VLAN to access the CRM Web Server in the Server VLAN on port 443 only. Port-wise, I'll need a 48-port switch and another 24-port switch to go with the two existing 24-port Layer 2 switches (Linksys); I'm looking at going with D-Links or HP Procurves as Cisco is out of our price range. Question #1: From what I understand (and please correct me if I'm wrong), if the Servers (VLAN10) and Sales (VLAN20) are all on the same 48-port switch (or two stacked 24-port switches), afaik, the switch "knows" what VLANs and ports each device belongs to and will switch packets between them; I can also apply ACLs to restrict access between VLANs at this point. Is this correct? Question #2: Now lets say that Support (VLAN30) is on a different switch (one of the Linksys) switches. I'm assuming I'll need to trunk (tag) switch #2's VLANs across to switch #1, so switch #1 sees switch #2's VLAN30 (and vice-versa). Once Switch #1 can "see" VLAN30, I'm assuming I can then apply ACLs as stated in Question #1. Is this correct? Question #3: Once Switch #1 can see all the VLANs, can I achieve the seemingly "Layer 3" ACL filtering of restricting access to Server VLAN on only certain TCP/UDP ports and IP addresses (say, only permitting 3389 to the Terminal Server, 192.168.10.4/32). I say "seemingly" because some of the Layer 2 switches mention the ability to restrict ports and IP addresses through the ACLs; I (perhaps mistakenly) thought that in order to have Layer 3 ACLs (packet filtering), I'd need to have at least one Layer 3 switch acting as a core router. If my assumptions are incorrect, at which point do you need a Layer 3 switch for inter-VLAN routing vs. inter-VLAN switching? Is it generally only when you need that higher-level packet filtering ability between your departments?

    Read the article

  • How can I "filter" postfix-generated bounce messages?

    - by Flimzy
    We are using postfix 2.7 and custom SMTPD (based on qpsmtpd) in highly customized configuration for spam filtering. We have a new requirement to filter postfix-generated bounces through our custom qpsmtpd process (not so much for content filtering, but to process these bounces accordingly). Our current configuration looks (in part) like this: main.cf (only customizations shown): 2526 inet n - - - 0 cleanup pickup fifo n - - 60 1 pickup -o content_filter=smtp:127.0.0.2 Our smtpd injects messages to postfix on port 2526, by speaking directly to the cleanup daemon. And the custom pickup command instructs postfix to hand off all locally-generated mail (from cron, nagios, or other custom scripts) to our custom smtpd. The problem is that this configuration does not affect postfix generated bounce messages, since they do not go through the pickup daemon. I have tried adding the same content_filter option to the bounce daemon commands, but it does not seem to have any effect: bounce unix - - - - 0 bounce -o content_filter=smtp:127.0.0.2 defer unix - - - - 0 bounce -o content_filter=smtp:127.0.0.2 trace unix - - - - 0 bounce -o content_filter=smtp:127.0.0.2 For reference, here is my main.cf file, as well: biff = no # TLS parameters smtpd_tls_loglevel = 0 smtpd_tls_cert_file=/etc/ssl/certs/ssl-cert-snakeoil.pem smtpd_tls_key_file=/etc/ssl/private/ssl-cert-snakeoil.key smtpd_use_tls=yes smtpd_tls_session_cache_database = btree:${queue_directory}/smtpd_scache smtp_tls_session_cache_database = btree:${queue_directory}/smtp_scache smtp_tls_security_level = may mydestination = $myhostname alias_maps = proxy:pgsql:/etc/postfix/dc-aliases.cf transport_maps = proxy:pgsql:/etc/postfix/dc-transport.cf # This is enforced on incoming mail by QPSMTPD, so this is simply # the upper possible bound (also enforced in defaults.pl) message_size_limit = 262144000 mailbox_size_limit = 0 # We do our own message expiration, but if we set this to 0, then postfix # will try each mail delivery only once, so instead we set it to 100 days # (which is the max postfix seems to support) maximal_queue_lifetime = 100d hash_queue_depth = 1 hash_queue_names = deferred, defer, hold I also tried adding the internal_mail_filter_classes option to main.cf, but also tono affect: internal_mail_filter_classes = bounce,notify I am open to any suggestions, including handling our current content-filtering-loop in a different way. If it's not clear what I'm asking, please let me know, and I can try to clarify.

    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

  • wget not behaving via IPC::Open3 vs bash

    - by Ryley
    I'm trying to stream a file from a remote website to a local command and am running into some problems when trying to detect errors. The code looks something like this: use IPC::Open3; my @cmd = ('wget','-O','-','http://10.10.1.72/index.php');#any website will do here my ($wget_pid,$wget_in,$wget_out,$wget_err); if (!($wget_pid = open3($wget_in,$wget_out,$wget_err,@cmd))){ print STDERR "failed to run open3\n"; exit(1) } close($wget_in); my @wget_outs = <$wget_out>; my @wget_errs = <$wget_err>; print STDERR "wget stderr: ".join('',@wget_errs); #page and errors outputted on the next line, seems wrong print STDERR "wget stdout: ".join('',@wget_outs); #clean up after this, not shown is running the filtering command, closing and waitpid'ing When I run that wget command directly from the command-line and redirect stderr to a file, something sane happens - the stdout will be the downloaded page, the stderr will contain the info about opening the given page. wget -O - http://10.10.1.72/index.php 2> stderr_test_file When I run wget via open3, I'm getting both the page and the info mixed together in stdout. What I expect is the loaded page in one stream and STDERR from wget in another. I can see I've simplified the code to the point where it's not clear why I want to use open3, but the general plan is that I wanted to stream stdout to another filtering program as I received it, and then at the end I was going to read the stderr from both wget and the filtering program to determine what, if anything went wrong. Other important things: I was trying to avoid writing the wget'd data to a file, then filtering that file to another file, then reading the output. It's key that I be able to see what went wrong, not just reading $? 8 (i.e. I have to tell the user, hey, that IP address is wrong, or isn't the right kind of website, or whatever). Finally, I'm choosing system/open3/exec over other perl-isms (i.e. backticks) because some of the input is provided by untrustworthy users.

    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

  • Nvidia Optimus shows Nvidia card is always active in Windows 8

    - by Ty Underwood
    I have loaded the new Asus Nvidia driver for my Asus Ux32VD that I have installed Windows 8 on. It has an Nvidia 620m and Intel hd 4000 integrated graphics. The problem is that the Optimus activity icon in my system tray shows that the Nvidia card is always active, though it shows that it is not doing anything. I can force the system to prefer the Intel graphics, and after rebooting, the Nvidia card will shut off, but then all the programs will be overridden and use the Intel graphics. Is anyone else having problems with Optimus in Windows 8? My battery life is really suffering because I'm always idling my Nvidia card while also presumably running the Intel card. Any suggestions would be appreciated.

    Read the article

  • Setting up 2 external monitors on a laptop with VGA splitter

    - by mike
    I have a laptop with a graphics card that supports 2 displays. I would like to know the easiest way to set it up so I can close my laptop lid and use 2 external monitors (unique displays). I use it primarily for office applications and video and want a quality, clear picture. The laptop has 1 VGA port and I have 2 24" 1920x1200 monitors that have VGA and DVI ports. So a few questions: Can I just use a VGA splitter? (seen mixed feedback on this) Would it a VGA to 2 DVI splitter give a better picture quality? (if it exists) Would I be better upgrading laptop to one with 2 digital ports ( I just see a lot with VGA and HDMI though) specs: Model: Toshiba Satellite C675-S106 (Windows 7) Graphics Card: Intel HD Graphics 3000 (supports 2 displays) Processor: Intel Core i3-2350M

    Read the article

  • ATI Radeon Drivers works with which linux distribution and version?

    - by amit.codename13
    I have ATI Mobility Radeon HD 5850 graphics card. Almost every new linux distribution seems to have an issue with it, when i install the drivers. Working without utilizing the graphics card leaves me so unproductive. So i made a plan to use older versions of linux, any distribution suitable as a desktop distribution. UPDATE: The kind of problems that i am facing are, 1) After installing drivers the system boots and hangs, 2) There are unusual lines over the screen 3) After upgrade system doesn't start properly(hangs the usual old way) The kind of answers i am looking for is, distribution X(the newer the version the better) doesn't have the above problem after installing drivers for ATI Mobility Radeon HD 5850 graphics card. UPDATE: The new drivers released by AMD seems to fix all the issues, although they are still beta Thanks

    Read the article

  • Maven profile properties are not "overriding"

    - by Nazar
    I have Maven multi-module project with such structure: parent-pom-project -- module1 -- module2 At the parent-pom-project I have such pom.xml <modules> <module>module1</module> </modules> ... <profiles> <profile> <id>local</id> <properties> <prop>local_prop</prop> </properties> </profile> <profile> <id>test</id> <modules> <module>module2</module> </modules> <properties> <prop>test_prop</prop> </properties> </profile> </profiles> At all pom.xml files I have such tag: <build> <resources> <resource> <directory>src/main/resources</directory> <filtering>true</filtering> </resource> <resource> <directory>src/test/resources</directory> <filtering>true</filtering> </resource> </resources> </build> At module1 and module2 in resource directory I have properties files with such text: prop=${prop} The problem is that after mvn clean install or mvn clean install -Ptest or even mvn clean install -P test I get prop=local_prop If I user test profile for build module2 is also builded, but properties are used from local profile. I use Maven 3.0.3. Anybody have any ideas?

    Read the article

  • Notebook with NVIDIA Optimus not switching video card in games

    - by user140739
    I have a Samsung RC720 notebook with Intel Integrated Graphics and NVIDIA GeForce GT 520M. As you can see it has two video adapters and Optimus is supposed to switch between them. But when I choose dedicated GPU in NVIDIA Control Panel and try to run, for example, GTA IV, it uses integrated graphics and I get very poor performance. I have already installed last NVIDIA and notebook drivers, chose high-performance in NVIDIA Control Panel, tried to execute with "Run with graphics processor..." context option and so on. Thanks for help.

    Read the article

  • Processor upgrade on a laptop vs. Ram upgrade. Also does ram always matter?

    - by Evan
    I have a Dell Inspiron 14r (N4110) with an Intel Core i3 and 4gb of ram. It runs very smoothly, however gaming on this laptop is very limited. This is mostly because of integrated graphics but i have seen a computer with a Core i5, and very similar specs otherwise, run games that the N4110 cannot. This other computer has integrated graphics and 6gb of ram. I am wondering whether upgrading ram or upgrading the processor make the most difference in performance. Which setup would get better performance, an i5 with 4gb of ram or an i3 with 8 gb of ram? (Both with integrated graphics) Also, is there a certain point at which you have too much ram for the computer to ever possibly use? For instance is there really any difference in performance between 8 gb and 16 gb of ram?

    Read the article

  • Can't install CUDA drivers for GeForce GT555M

    - by saeed
    I've just bought a new Asus n55 laptop. It has 2 graphics cards from Intel and NVIDIA. But when I try to install CUDA's developer driver for my GPU I get this error: "This graphics driver could not find compatible graphics hardware". I have downloaded both of the following files but both of them get mentioned error: Developer Drivers for WinVista and Win7 (270.81) Notebook Developer Drivers for WinVista and Win7 (275.33) How can I fix this problem? Actually how can I develop CUDA programs on my NVIDIA GPU?

    Read the article

  • Contact picker with search function

    - by tiex
    This question1 describes a way how to show list of phone numbers and select one of them if my app needs a phone number. But image if I have a huge contact list, it is not enough to just show list but possibility for filtering (by contact's name) is also needed. Is there a standard way to show phones list with picking possibility and with filtering possibility? (I wouldn't like to invent my own) Is there a solution for the problem for sdk 2.0 and lower?

    Read the article

< Previous Page | 108 109 110 111 112 113 114 115 116 117 118 119  | Next Page >