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  • Microsoft publie Windows Server 2012 R2, avec System Center 2012 R2 et la mise à jour de Windows Intune

    Microsoft publie Windows Server 2012 R2 avec System Center 2012 R2 et la mise à jour de Windows Intune Au lendemain du lancement grand public de Windows 8.1, Microsoft a annoncé la disponibilité générale de ses solutions serveur Windows Server 2012 R2, Hyper-V Server 2012 R2, Windows Server 2012 R2 Essentials, Windows Intune et System Center 2012 R2.Windows Server 2012 R2 renforce la vision « Cloud OS » introduite par son prédécesseur, pour permettre aux entreprises de déployer et administrer...

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  • Keep text on left and middle of the div, not center

    - by Jean
    Hello, I want to be able to keep a text on the left, but in the middle of a div. <div id=sel>text goes here</div> and my CSS for the same sel{ text-align:left; vertical-align:middle; } The characters and lines of the text may vary. I am more focussed on the text with a single line that sits on the top. I do not want to use position:absolute/relative. Appreciate all help. Thanks Jean

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  • Center current record in DataGridView

    - by Max
    When programmatically changing the current record in the DataGridView is it possible to make it in such way that this record would be centered (vertically) in the grid? When I change the current record it is shown either as the top row or as the bottom row. I'd like it to be in the middle. Would this be possible/simpler in WPF?

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  • java timer for game

    - by user261002
    I have created a game in java and now I just need to add a timer that allow the user to play under 60s. I have searched on internet and found the timer for swing and util packages. could you please just give me a method to be able to use it in my game???

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  • Center <div> vertically within another <div>

    - by sab
    I am trying to setup something that looks like this with the arrow that is centered vertically: CSS: #arrowdiv { width:282px; height:61px; background-image:url('http://i.imgur.com/RV80I.png'); margin: 0 auto; } #optin { height:110px; width:960px; background-color:#FFFFBF; border:1px solid black; -moz-border-radius: 15px; border-radius: 15px; -moz-box-shadow: 3px 3px 4px #000; -webkit-box-shadow: 3px 3px 4px #000; box-shadow: 3px 3px 4px #000; /* For IE 8 */ -ms-filter: "progid:DXImageTransform.Microsoft.Shadow(Strength=4, Direction=135, Color='#000000')"; /* For IE 5.5 - 7 */ filter: progid:DXImageTransform.Microsoft.Shadow(Strength=4, Direction=135, Color='#000000'); margin: 0 auto; } #leftdiv { width:340px; height:108px; } ? HTML: <div id="optin"> <div id="leftdiv"> <div id="arrowdiv"></div> </div> </div>? http://jsfiddle.net/NzMLd/1/ Right now, it is only centered horizontally, as you can see in my jsFiddle.

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  • Microsoft publie discrètement les préversions de Windows Server 2012 R2, SQL Server 2014 et System Center 2012 R2

    Microsoft publie discrètement les préversions de Windows Server 2012 R2 SQL Server 2014 et System Center 2012 R2À quelques heures de la conférence Build (qui débutera demain 26 juin), la grande messe annuelle des développeurs de Microsoft, la firme a discrètement publié les préversions de Windows Server 2012 R2 et SQL Server 2014.Les abonnés au programme MSDN (Microsoft Developer Network) et Technet peuvent télécharger la Preview de Windows Server 2012 R2, System Center 2012 R2 et la Community Technology Preview (CTP) de SQL Server 2014. L'information a été divulguée par plusieurs développeurs sur leur page Twitter.Windows Server 2012 R2 renforce la vision « Cloud OS » introduite par son prédéces...

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  • Vertically And Horizonatally center main wrap div

    - by Hello you all men
    Now i try <html> <head> <title>?????????????????</title> <style type="text/css"> body { margin-left: auto; margin-right:auto; } #wrap { background: black; margin-left: auto; margin-right:auto; height:450px; width:450px; position:absolute; top:50%; right:50%; left:50%; margin-top:-225px; } </style> </head> <body> <div id="wrap"> Hello </div> </body> </html> ?????

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  • Vertically Center - with unknown height

    - by panthro
    I have two div's side by side. On the left is an image, on the right are inputs. The image varies depending on what the user uploads. How can I vertically centre align the image and the inputs? I would like the inputs to appear vertically centre to the image. Both the img and inputs have their own container: <div class="img-container"> <div class="data-container"> Fiddle: http://jsfiddle.net/vbLht/

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  • Cluster for game servers [closed]

    - by Boby
    We want to make a cluster for game servers, but we don't know which cluster system to choose. We need load balancing cluster. Now we have 2 server for test (First - 2 x Xeon E5320, 8 GB RAM and second i5 2500, 16 GB RAM), this servers will work as nodes. After we will add more. We use Linux. We need some help with cluster. We don't know which cluster system to use for this reason. And maybe some help (instructions). And please don't say that we need to forget it. Thank you for answers!

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  • HTPC/DVR computer won't go into standby

    - by Robert
    When I select Start-Turn off computer-Standby the 'turn off computer' option window closes, and then nothing else happens. I can start new applications, and Windows acts like I never selected standby. I ran it for several hours after that. If I have a TV program scheduled to record when I select standby I get a window (the Pinnacle TV software) asking if I'm sure, there are programs scheduled to record - and the computer just keeps running after I select yes, never going into standby. I added that detail as it shows the standby process is starting. [This problem also happens if a TV program is not scheduled, so the scheduler task in not running/in memory. This problem happens regardless of whether I'm not watching TV. This problem happens regardless of whether Media Center is running (it usually isn't, I'm using Pinnacle to watch TV).] I looked at "How to troubleshoot hibernation and standby issues in Windows XP" http://support.microsoft.com/kb/907477 - ACPI is enabled, and "standby" is an option in "Power Options Properties." So it appears to be setup correctly. Windows XP SP3 Media Center Edition, all current updates installed.

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  • TV won't go into standby

    - by Robert
    When I select Start-Turn off computer-Standby the 'turn off computer' option window closes, and then nothing else happens. I can start new applications, and Windows acts like I never selected standby. I ran it for several hours after that. If I have a TV program scheduled to record when I select standby I get a window (the Pinnacle TV software) asking if I'm sure, there are programs scheduled to record - and the computer just keeps running after I select yes, never going into standby. I added that detail as it shows the standby process is starting. [This problem also happens if a TV program is not scheduled, so the scheduler task in not running/in memory. This problem happens regardless of whether I'm not watching TV. This problem happens regardless of whether Media Center is running (it usually isn't, I'm using Pinnacle to watch TV).] I looked at "How to troubleshoot hibernation and standby issues in Windows XP" http://support.microsoft.com/kb/907477 - ACPI is enabled, and "standby" is an option in "Power Options Properties." So it appears to be setup correctly. Windows XP SP3 Media Center Edition, all current updates installed.

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  • Asus MyCinema U3100mini Choppy

    - by dsimcha
    I'm running an Asus MyCinema U3100mini ATSC on Windows 7 64-bit. When I play live TV in Windows Media Center, it's very choppy and uses 500+ MB of RAM, I'm guessing due to the hard drive buffering functionality. Is there any way to disable the live TV pause buffer completely? If not, can anyone recommend alternative software that: Works with the MyCinema. Is lightweight and not horribly bloated with features I'll never use like Windows Media Center is. Edits: This is a dual boot system. I've discovered that the tuner actually works fine on XP. It also works fine on my other computer, which has slower hardware and also runs Windows 7 64-bit. The problem actually seems to be with playback at large screen sizes, not with hard drive buffering. Everything works fine below a certain window size and fails for large windows or full screens. Also, the same thing seems to happen whether playing live or recorded TV. As far as the obvious stuff goes, I have the latest video drivers from ATI for my Radeon x1050.

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  • Computer won't go into standby

    - by Robert
    When I select Start-Turn off computer-Standby the 'turn off computer' option window closes, and then nothing else happens. I can start new applications, and Windows acts like I never selected standby. I ran it for several hours after that. If I have a TV program scheduled to record when I select standby I get a window (the Pinnacle TV software) asking if I'm sure, there are programs scheduled to record - and the computer just keeps running after I select yes, never going into standby. I added that detail as it shows the standby process is starting. [This problem also happens if a TV program is not scheduled, so the scheduler task in not running/in memory. This problem happens regardless of whether I'm not watching TV. This problem happens regardless of whether Media Center is running (it usually isn't, I'm using Pinnacle to watch TV).] I looked at "How to troubleshoot hibernation and standby issues in Windows XP" http://support.microsoft.com/kb/907477 - ACPI is enabled, and "standby" is an option in "Power Options Properties." So it appears to be setup correctly. Windows XP SP3 Media Center Edition, all current updates installed.

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  • ConfigMgr 2012 - How to automatically make updates available to computers without forcing them to be installed?

    - by Massimo
    I'm using System Center Configuration Manager 2012 with the Software Update Point feature; however, in this environment patching has to be strictly manual, because server reboots need to be approved and scheduled by different people; thus, I need to use ConfigMgr's SUP like I would use a plain WSUS server with auto-approval but with manual installation. I created some Automatic Deployment Rules to automatically download and deploy critical updates, and to have an installation dealine of "as soon as possible"; but then, I've also configured those rules to not do anything when the deadline is reached, and to not perform system restarts even if needed (see image). Also, I've configured the device collection to where those rules deploy updates to not have any valid maintencance window. However, I'm experiencing quite the opposite as what I was expecting: as soon as the new updates are processed by the ADRs, they get automatically installed on all systems by the Software Center, and the computers are subsequently restarted. Why is this happening? Am I getting something wrong or is just ConfigMgr 2012 not behaving like it should?

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  • Obtaining clear cable signal with Hauppage 1191-950Q TV Tuner

    - by Kyle B.
    I bought a Hauppauge 1191 WinTV-HVR-950Q TV Tuner a while back, and I am attempting to use it to watch TV in Windows Media Center. I do not have cable TV, however I used to have Comcast. Through experimentation, I found that connecting my coax cable into my TV, I was able to view television (i.e. 2-1 = CBS, 5-1 = NBC, etc). This also works on a second TV I use in another room. When I connect the coax cable to my TV Tuner stick and scan TV channels in Windows Media Center, it only picks up 1 station (like 81 or something). My only conclusion on this is somehow the hardware in the television is decrypting a signal that the TV tuner stick is not able to. Is that possible? Should I try a different TV tuner? Any assistance would be appreciated. I also bought a Terk HD Indoor Antenna but my reception has been flakey, so I would rather go this route if possible.

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  • Acceptable sound quality: stereo needed for an Android game?

    - by Thomas Calc
    I have various simple short sound effects (damage sound, dying sound, thunderbolt, fanfare, breaking) for a game that is developed for Android currently. I use OGG files: 96kbps VBR, 44.1KHz, 2 channels (that means stereo, right?). I read the other stackexchange topics about "acceptable sound quality", but they're too general, address too many things. My experience is that even with 80kbps, my effects sound OK. But I tested it on a limited number of Android devices (including a Sony Ericsson Xperia Neo and a HTC Desire HD). My questions: For mobile phones and tablets, generally, what parameters are recommended? Won't my 80kbps sounds be bad on a newer device (such as a modern tablet)? I don't hear any difference between stereo and mono (2 channels vs. 1 channel, right?), is there any noticeable difference at all for mobile phones / tablets? (in terms of the player experience) May it worth it at all? I assume that stereo sounds take much more in memory (when they're decoded to PCM), despite of the fact that the compressed OGG size is practically the same. Reacting to Roy T.'s great comment: Actually, I couldn't measure the PCM size (Android decodes OGG internally), but I thought that stereo will take more space than mono when uncompressed After throwing out one of the WAV channels in Audacity, and re-exporting it: The new WAV file size is half than before The OGG file size is practically the same as before The sound effects and game music was recorded by my friend who is an experienced hobby musician/composer, but he knows little about computers & software so he just gave me some high-quality WAV files generated via his hardware.These were stereo, but if I check them in Audacity, both channels appear to be exactly the same.Can I consider them the same (= moving to mono), or might there be some unnoticeable differences to the human eye?

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  • Unity3D: How to make the camera focus a moving game object with ITween?

    - by nathan
    I'm trying to write a solar system with Unity3D. Planets are sphere game objects rotating around another sphere game object representing the star. What i want to achieve is let the user click on a planet and then zoom the camera on this planet and then make the camera follow and keep it centered on the screen while it keep moving around the star. I decided to use iTween library and so far i was able to create the zoom effect using iTween.MoveUpdate. My problem is that the focused planet does not say properly centered as it moves. Here is the relevant part of my script: void Update () { if (Input.GetButtonDown("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, concernedLayers)) { selectedPlanet = hit.collider.gameObject; } } } void LateUpdate() { if (selectedPlanet != null) { Vector3 pos = selectedPlanet.transform.position; pos.z = selectedPlanet.transform.position.z - selectedPlanet.transform.localScale.z; pos.y = selectedPlanet.transform.position.y; iTween.MoveUpdate(Camera.main.gameObject, pos, 2); } } What do i need to add to this script to make the selected planet stay centered on the screen? I hosted my current project as a webplayer application so you see what's going wrong. You can access it here.

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  • How should I show shared resources during a Shared Resource game in the Galaxy Editor?

    - by Mag Roader
    One of my favorite ways to play the original StarCraft was in a "Team" game. In this game type, multiple players on the same "team" would share control, resources, supply, and even the same starting location. It was like playing as 1 player, only 2 humans were controlling it. It was a lot of fun. I want to do something very similar in StarCraft 2, but I need to create a custom map in the Galaxy Editor to do it. I found the editor can quite easily emulate this behavior. There is a Trigger action "Set Alliance for Player Group" to "...treat each other as Ally With Shared Vision, Control, And Spending." To use this, I create units for only 1 of the players, and then set all players to be allied with each other in this way. All the other players get no units and no resources. This makes it so 1 player is the actual owner of all the units and everyone else is tagging along with full control. This nearly works! The problem is that if I am not the actual owning player, I can't actually see how many minerals/gas/supply the team has. This makes it pretty difficult to build stuff. What would be the best way to display to the other players how many Minerals/Gas/Supply the team has?

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  • any online service and/or application to develop a story line for an adventure game?

    - by Gajet
    I with a bunch of friend were talking about an adventure game. there will be too many possibilities in the game and the player can pick from wide varity of choices at each stage to do somthing. there will be consequences for each decision and they may or may not end the story. the result would be somthing like (picture from flashforward series S01E17)or if any of you watched hereos season 1 there is also similar time lines represented as strings in isaac mandez workshop. sorry for bad quality examples but right now I can't think of any better one. do you know any website or application which we can use to create the timeline? these features the least required ones: the ability to represent events as boxes. the ability to connect distant events to each other. the ability to move events on a scene freely the ability to expand the scene easily there should be some color options for the lines representing connections between events easily shareing the idea with one another it's much more better to have a WYSIWYG editor easily explore in the large scene of events in the end if you know any application which could let me create a board just like the one in my sample picture and share it whith other freinds it could help us a lot.

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  • The Correct Usage of DLLs with a DirectX Game?

    - by smoth190
    I'm using DirectX 10 (in C++) to make a game engine, and a test driver program on top of it. Now that I've written many messy rough drafts of an engine, I want to make the final (or sorta final) clean version. I choose to follow how I've seen other engines do it, and that's to have all the core nasty messy crap in a DLL, and then you can create games with just a few functions (well, not really :D). However, I'm unsure of what nasty messy crap to put in that DLL. I don't know about speed restrictions with DLLs. What I've done is put my winproc in the DLL, and have a class that takes the messages, and sends them through to the program using the DLL. Then that program does what it needs to do, and calls a rendering functions back in the DLL that renders everything. Only problem is it gets very low FPS (2, to be exact...). I've looked through everything, and I don't know if the way I'm using DLLs in causing this, or its something different. Whether it's the DLLs or not, I still want to know how to use a DLL correctly with a game engine. I like being neat, I hate having to see all those long names of DirectX classes. I use typedef a lot.

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  • GLES2.0 3D Android game performance and multi threading the update?

    - by Ofer
    I have profiled my mixed Java\C++ Android game and I got the following result: https://dl.dropbox.com/u/8025882/PompiDev/AndroidProfile.png As you can see, the pink think is a C++ functions that updates the game. It does things like updating the logic but it mostly it generates a "request list" for rendering. The thing is, I generate DrawLists on C++ and then send them to Java to process and draw using GLES2.0. Since then I was able to improve update from 9ms down to about 7ms, but I would like to ask if I would benefit from multi threading the update? As I understand from that diagram is that the function that takes the most time is the one you see it's color on the timeline. So the pink area is taken mostly by update. The other area has MainOpenGL.Handle as it's main contributor(whch is my java function), but since it's not drawn to the top of the diagram I can conclude other things are happening at the same time that use the CPU? Or even GPU stuff that isn't shown in this diagram. I am not sure how the GPU works on this. Does it calculate stuff in parallel to the CPU? Or is it part of the CPU usage as in SoC? I am not sure. Anyway, in case GPU things DO happen in parallel to CPU, then I would guess that if I do this C++ Update in parallel to the thread that makes the OpenGL calls, I might make use of "dead CPU time" due to GPU stalling or maybe have the GPU calls getting processed earlier because it won't have to wait for Update to finish? How do you suggest to improve performance based on that? Thanks.

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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