Search Results

Search found 16470 results on 659 pages for 'screen corruption'.

Page 125/659 | < Previous Page | 121 122 123 124 125 126 127 128 129 130 131 132  | Next Page >

  • Synergy: How to screen positioning configuration while it is running?

    - by Brandon
    I am using Synergy between two Macbooks (10.6 & 10.7). Installed using homebrew, version '1.3.6p2' from I will sit in various places in relation to the secondary laptop, so sometimes I want the other screen to be on the right of my main screen and sometimes to the left. How can I reconfigure this without shutting down synergys, changing the config file, and restarting the server and the client? Ideally it will be a terminal command so I can easily assign it to a keyboard shortcut. Thanks!

    Read the article

  • Ubuntu 9.10 Karmic, nVidea Quadro NVS 280 PCi, Eizo S1921 Dual Screen (Twin View) Slow Window Draws

    - by Spasm
    I have been following this Tutorial to get dual monitors working on my box http://www.dwasifar.com/?p=862&cpage=1#comment-5727 It works! However, when ever I move a window, the redraw of that window takes 3-8 seconds. Even moving the window takes the same amount of time Is this being done in software rather than the nVidea hardware? The windows themselves do not respond. I have seen a few old threads but no relevant fixes - If anyone could suggest a fix I would very much appreciate it. I have tried: sudo nvidea-xconfig sudo nvidia-settings Then configure TwinView go to save the config... and the error unable to parse xorg.conf file and the error in the console VALIDATION ERROR: Data incomplete in file /etc/X11/xorg.conf. Undefined Device "null" referenced by Screen "Configured Screen Device" Segmentation fault

    Read the article

  • SqlCE Flush Interval - Will the default setting lead to corruption?

    - by NormD
    SqlCE has a parameter set on the Connect String called Flush Interval. It is defined as: The interval time (in seconds) before all committed transactions are flushed to disk. If not specified, the default value is 10. I thought that a committed transaction, by definition, is a transaction that has been flushed to disk, specifically the database file. If a transaction is only stored in RAM then cannot the transaction be easily lost? I thought that transactions were first written to a log file and then applied to the database file itself, so perhaps this parameter could mean the time to wait until the transaction log is applied to the database file? I would have thought that this parameter should be 0.

    Read the article

  • What factors should be taken into consideration before buying a computer Moniter (display/screen)?

    - by coding crow
    I work on computer for most of waking day and have been using a 13.3" laptop. I was planning to buy a good monitor/screen/display for sometime now but was lazy. Now I have developed Computer Vision Syndrome and buying a monitor has become immediate priority. I have spend some time on net and trying to understand what should I buy and why? I could only zero down on the size (20") and LED and looking for advice on many other factors like resolution, pixel density, panel technology and so forth. It will be great help if someone experienced can show shed some light on computer monitor best for the programmers spending 8 to 10 hours in front of the screen.

    Read the article

  • Slick2d/Nifty-gui input

    - by eerongal
    I'm trying to get input from slick2d into nifty gui. Ive searched online, and I've seen a few examples, but I can't seem to get it working right. i've tried the example on here but I can't seem to get everything working. I'm not entirely sure what I'm doing wrong. I've also looked at examples using the JMonkeyEngine to help point me in the right direction, but still having issues with input. I can get everything else working like i need. Here's the code for my element controller: package gui; import java.util.Properties; import de.lessvoid.nifty.Nifty; import de.lessvoid.nifty.controls.Controller; import de.lessvoid.nifty.elements.Element; import de.lessvoid.nifty.input.NiftyInputEvent; import de.lessvoid.nifty.screen.Screen; import de.lessvoid.xml.xpp3.Attributes; public class BaseElementController implements Controller { private Element element; public void bind(Nifty arg0, Screen arg1, Element arg2, Properties arg3, Attributes arg4) { this.element = element; } public void init(Properties arg0, Attributes arg1) { // TODO Auto-generated method stub } public boolean inputEvent(NiftyInputEvent arg0) { // TODO Auto-generated method stub return false; } public void onFocus(boolean arg0) { // TODO Auto-generated method stub } public void onStartScreen() { // TODO Auto-generated method stub } public void test() { System.out.println("test"); } public void bam() { System.out.println("bam"); } } Here's my XML file: <?xml version="1.0" encoding="UTF-8" standalone="no"?> <nifty> <useStyles filename="nifty-default-styles.xml"/> <useControls filename="nifty-default-controls.xml"/> <screen id="screen2" controller="gui.BaseScreenController"> <layer backgroundColor="#fff0" childLayout="absolute" id="layer4" controller="gui.BaseElementController"> <panel childLayout="center" height="30%" id="panel1" style="nifty-panel-simple" width="50%" x="282" y="334" controller="gui.BaseElementController"> <control id="checkbox1" name="checkbox"/> <control childLayout="center" id="button2" label="button2" name="button" x="381" y="224" visibleToMouse="true" controller="gui.BaseElementController"> <interact onClick="bam()"/> </control> </panel> <text text="${CALL.getPlayerName()}" style="nifty-label" width="100%" height="100%" x="0" y="10" /> </layer> </screen> </nifty> Here's how I'm trying to bind the controller: public void init(GameContainer gc) throws SlickException { Input input = gc.getInput(); inputSystem = new PlainSlickInputSystem(); inputSystem.setInput(input); gui = new Gui(); gui.init(gc, inputSystem, "gui/tset.xml", "screen2"); input.removeListener(this); input.removeListener(inputSystem); input.addListener(inputSystem); } Essentially, all that happens right now is the screen loads up and displays, and it grabs the variable correctly in the label, but none of the input seems to be getting forwarded to Nifty from slick. I assume there's something I'm missing, but I can't seem to figure out what that is. In so far as what I have tried, I attempted to define a custom input listener to pick up events and assign that to my game in order to pick up input, which did not work, so i dropped that implementation, at current i'm trying to take the default inputs and bind then with a PlainSlickInputSystem and assigning that to the input (as shown in the first example link). On code execution, all the code is hit, and i've put several system.out.println's to get ouput of what is happening (the code above has been cleaned for presentation), and i even see the elements getting bound to the controller, yet it doesn't pick up controller events. As far as EXACTLY what's wrong, that I don't know, because I've followed all implementations i can find of this, and none of them seem to do anything it's like the input is just getting thrown out. None of the objects from niftyGui appear to be recognizing any input. Here is the binding from my objects at run time: ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: button2 (de.lessvoid.nifty.elements.Element@1e8c1be9) ******INITIALIZED ELEMENT: focusable => true, width => 100px {nifty-button#panel}, backgroundImage => button/button.png {nifty-button#panel}, label => button2, paddingLeft => 7px {nifty-button#panel}, imageMode => sprite-resize:100,23,0,2,96,2,2,2,96,2,19,2,96,2,2 {nifty-button#panel}, paddingRight => 7px {nifty-button#panel}, id => button2, visibleToMouse => true, height => 23px {nifty-button#panel}, style => nifty-button, name => button, inputMapping => de.lessvoid.nifty.input.mapping.MenuInputMapping, childLayout => center, controller => gui.BaseElementController, y => 224, x => 381 ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: panel1 (de.lessvoid.nifty.elements.Element@373ec894) ******INITIALIZED ELEMENT: id => panel1, height => 30%, style => nifty-panel-simple, width => 50%, backgroundImage => panel/nifty-panel-simple.png {nifty-panel-simple}, controller => gui.BaseElementController, childLayout => center, padding => 5px {nifty-panel-simple}, imageMode => resize:9,2,9,9,9,2,9,2,9,2,9,9 {nifty-panel-simple}, y => 334, x => 282 ******INITIALIZED SCREEN: de.lessvoid.nifty.screen.Screen@4a1ab1c1 ******INITIALIZED ELEMENT: layer4 (de.lessvoid.nifty.elements.Element@6427d489) ******INITIALIZED ELEMENT: id => layer4, backgroundColor => #fff0, controller => gui.BaseElementController, childLayout => absolute the button2 object is getting bound to my BaseElementController, but i can't seem to get it into the defined "onClick" call.

    Read the article

  • Recording Topics manually and automatically

    - by maria.cozzolino(at)oracle.com
    When you are recording UPK topics, the default mode for recording is manual recording, where you tell the system when to record each screen shot. This mode allows you to take the exact screen shot you need. However, it does get a bit tedious when you are recording long topics, especially if you forget to take a few screen shots. In UPK 3.5, a new version of recording was introduced - Automatic Recording. It was designed to simplify the recording process by automatically capturing screen shots as you perform your transaction. If you haven't experimented with Automatic Recording, I'd recommend you give it a try - it might make your recording life easier. If you are recording with sound, you can also narrate your topic while recording it. To turn on Automatic Recording: 1. In Tools/Options, there are two recorder tabs. The first tab, under content defaults, includes settings that you may want to share between developers, like whether keyboard shortcuts are automatically captured. 2. The second tab is the one that contains the personal preferences, like screen shot capture key and whether to record automatically or manually. On this tab, choose the option for Automatic Recording. 3. Save the settings. Note that this setting will NOT impact content defaults; this is for your user only. When you launch the recorder, you will notice a slightly different message with guidance on how to start and stop automatic recording. Once you start recording, the recorder window is hidden until the end of the recording session to allow you to capture your transaction. In the task tray, there is a series of icons that let you know that you are capturing content. You can pause the recording, as well as set and view your sound levels if you are using sound. A camera appears during each screen capture to help you know when the system is capturing a screen shot, and a context indicator appears to show the recognition. With automatic recording, you can let the system capture the necessary screen shots. It may provide a more natural recording experience, and is probably easier for the untrained developer. On the other hand, you have a bit more control with manual recording on which screen shot appears, but it also means you have to remember to capture the screen shot. :) We'd be interested in hearing which type of recording you do, and any rationale on why you made that choice. Please comment and let us know. --Maria Cozzolino, Manager of UPK Software Requirements and UI Design

    Read the article

  • Xorg.conf (nvidia) Second Monitor getting settings of first

    - by HennyH
    I've been spending the weekend (and some time before that) trying to set up my Korean QHD270 and Benq G2222HDL monitors with Ubuntu 13.10. With the nouveau drivers install both monitor function perfectly fine. After installing the nvidia drivers the Benq works but the QHD270 does not. Now, after days of struggling I managed to get the QHD270 to work following a mixture of blogs, particularly; this one and learnitwithme. Now, unfortunatly my G2222HDL does not work. I fixed the QHD270 by supplying a custom EDID, my xorg.conf looks like so (excluding keyboard and mouse): Section "ServerLayout" Identifier "Layout0" Screen "Default Screen" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" EndSection Section "Monitor" Identifier "Configured Monitor" EndSection Section "Device" Identifier "Configured Video Device" Driver "nvidia" Option "CustomEDID" "DFP:/etc/X11/edid-shimian.bin" EndSection Section "Screen" Identifier "Default Screen" Device "Configured Video Device" Monitor "Configured Monitor" EndSection Now, I tried defining a new Device,Monitor and Screen then in ServerLayout adding Screen "Second Screen" RightOf "Default Screen", but after doing so neither monitor worked. Hoping to fix the issue using a GUI based tool I opened up NVIDIA X Server Settings, which shows my current layout as: It seems that something is being output to the monitor, as suggested by my print screen: Any help would be greatly appreciated. Output of xrandr: Screen 0: minimum 8 x 8, current 5120 x 1440, maximum 16384 x 16384 DVI-I-0 disconnected (normal left inverted right x axis y axis) DVI-I-1 connected primary 2560x1440+0+0 (normal left inverted right x axis y axis) 597mm x 336mm 2560x1440 60.0*+ HDMI-0 disconnected (normal left inverted right x axis y axis) DP-0 disconnected (normal left inverted right x axis y axis) DVI-D-0 connected 2560x1440+2560+0 (normal left inverted right x axis y axis) 597mm x 336mm 2560x1440 60.0*+ DP-1 disconnected (normal left inverted right x axis y axis) And an extract from my log file (perhaps this is relevant?) [ 7.862] (--) NVIDIA(0): Valid display device(s) on GeForce GTX 680 at PCI:2:0:0 [ 7.862] (--) NVIDIA(0): CRT-0 [ 7.862] (--) NVIDIA(0): ACB QHD270 (DFP-0) (boot, connected) [ 7.862] (--) NVIDIA(0): DFP-1 [ 7.862] (--) NVIDIA(0): DFP-2 [ 7.862] (--) NVIDIA(0): DFP-3 [ 7.862] (--) NVIDIA(0): DFP-4 [ 7.862] (--) NVIDIA(0): CRT-0: 400.0 MHz maximum pixel clock [ 7.862] (--) NVIDIA(0): ACB QHD270 (DFP-0): 330.0 MHz maximum pixel clock [ 7.862] (--) NVIDIA(0): ACB QHD270 (DFP-0): Internal Dual Link TMDS [ 7.862] (--) NVIDIA(0): DFP-1: 165.0 MHz maximum pixel clock [ 7.862] (--) NVIDIA(0): DFP-1: Internal Single Link TMDS [ 7.862] (--) NVIDIA(0): DFP-2: 165.0 MHz maximum pixel clock [ 7.862] (--) NVIDIA(0): DFP-2: Internal Single Link TMDS [ 7.862] (--) NVIDIA(0): DFP-3: 330.0 MHz maximum pixel clock [ 7.862] (--) NVIDIA(0): DFP-3: Internal Single Link TMDS [ 7.862] (--) NVIDIA(0): DFP-4: 960.0 MHz maximum pixel clock [ 7.862] (--) NVIDIA(0): DFP-4: Internal DisplayPort

    Read the article

  • Booting Ubuntu on HP Pavilion g7 - 13.04 [duplicate]

    - by death2040
    This question already has an answer here: My computer boots to a black screen, what options do I have to fix it? 24 answers I have a HP Pavilion G7 with an AMD A4 processor and Radeon graphics. I want to install Ubuntu on my laptop but whenever I put the Ubuntu live CD in it and boot to it, the screen shows the Ubuntu logo and the four little dots then after about a minute or two the screen goes black. I can tell the screen is still on but it doesn't have anything on it. I'm beginning to wonder if its a driver problem but I can't really install the drivers when I cant even get Ubuntu to show anything except a loading screen. I've already tried using 12.04 and 12.10 and all the others down to Ubuntu 10. none of them worked. All the other versions don't even show the Ubuntu logo. I'd prefer to have Ubuntu 13.04 on it if its possible but I haven't had any luck finding a solution. I've also tried using WUBI installer in Windows 7 but all that did was make my computer slower for windows and it does the same with the screen when i boot it to Ubuntu. I'm trying to use Ubuntu alongside Windows 7. I cant find any solution on Google. It wont load anything and I know that there is a program called grub on Ubuntu that I used on my desktop computer when it had graphics trouble but the trouble with my desktop was minor things like the screen would flash and then show weird patterns on the screen. But I can't find anything on what to do with the HP laptop. Please help. I use this laptop a lot for games on Windows 7 and I just want to use Ubuntu for when I take my laptop to school and for school stuff. Edit: I just tried booting it in nomodeset and some other things and still didn't work. It did boot up but now when it goes to install alongside windows it crashes and says Ubuntu is forcing reboot or something like that Also, this question is different from the black screen at boot issue because when I do use nomodeset on my computer and select install Ubuntu it will go as far as the screen where you can choose to replace Windows or run alongside Windows. Then after I click continue it ejects the live CD and turns off my computer without installing anything. The error message it shows when it ejects the disk says signal 15, shutting down - modem manager [1675]: <info> Caught nm-dispatcher.action: Caught signal 15, shutting down... *Deconfiguring network interfaces... Please remove installation media and close the tray (if any) then press ENTER *Deactivating swap... *Stopping remaining crypto disks... *stopping early crypto disks... unmount: /run/lock: not mounted unmount: /run/shm: not mounted

    Read the article

  • Need help with xorg.conf for dual Radeon HD6450 video cards with 4 monitors

    - by Eriks Goodwin-Pfister
    I am running 64-bit Ubuntu 13.10 with Unity and have dual (2) Radeon HD6450 video cards and 4 Hanns-G HL273 monitors. Each Radeon card is driving one monitor via DVI and the other via VGA. I am running the proprietary video drivers from AMD's web site: "amd-catalyst-13.11-beta V9.4-linux-x86.x86_64.run" I tried to use "amd-catalyst-13.12-linux-x86.x86_64.run" but could not get that newer version to install. What I need help with is how to "correct" my xorg.conf file and any other needed instructions to get all four of my monitors to work as a continuous desktop that allows me to drag things from one monitor to the next, etc. When I tried to use the default open source drivers that came in Ubuntu 13.10, only three of the monitors would work. Now that I am running the proprietary ones, all four monitors come on and I can move my mouse from one end to the other--but only the right-most monitor displays my desktop and allows me to "do anything". Any time I move my mouse to any of the other three monitors (which display all-white), it turns into an "X" and does not do anything else but move. Enabling xinerama makes all four displays go all-black after login. I do have amdcccle installed, but it does not seem to have the ability to handle my particular configuration. My Current xorg.conf: Section "ServerLayout" Identifier "Basic Layout" Screen 0 "Screen1" 5760 0 Screen 1 "Screen0" 0 0 Screen 2 "Screen2" 3840 0 Screen 3 "Screen3" 1920 0 EndSection Section "Module" EndSection Section "Monitor" Identifier "0-DFP2" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1920x1080" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "0-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1920x1080" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "1-DFP2" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1920x1080" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "1-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1920x1080" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Device" Identifier "Device0" Driver "fglrx" Option "Monitor-CRT1" "1-CRT1" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "Device1" Driver "fglrx" Option "Monitor-DFP2" "0-DFP2" BusID "PCI:4:0:0" EndSection Section "Device" Identifier "Device2" Driver "fglrx" Option "Monitor-DFP2" "1-DFP2" BusID "PCI:1:0:0" Screen 1 EndSection Section "Device" Identifier "Device3" Driver "fglrx" Option "Monitor-CRT1" "0-CRT1" BusID "PCI:4:0:0" Screen 1 EndSection Section "Screen" Identifier "Screen0" Device "Device0" DefaultDepth 24 SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" DefaultDepth 24 SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen3" Device "Device3" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

    Read the article

  • How to drag widgets from monitor to monitor in kubuntu?

    - by Mien
    I have Kubuntu 12.04 on my Dell Inspiron. I use an extern monitor as my default one, and my laptop monitor as my second monitor. I can place widgets on the extern (default) screen, but when I drag them to the laptop (second) screen, they disappear. I can put widgets on the second screen, if I open the widget screen on that screen, but I can't drag them to my first monitor. How can I switch between monitors for the widgets?

    Read the article

  • How can I activate a Panel-icon via a script (or get its screen co-ordinates; to click it)?

    - by fred.bear
    This question is in the context of Lucid 10.04 desktop (ie. no Unity). I do most screen navigation via the keyboard (not the mouse), so I'm looking for a script solution to re-activating an app which has been "minimized" to the Panel's Notification Area. I'll use Skype as an example. wmctrl allows me enough access to normally-minimized windows, but when Skype is "minimized" to the Notification Area, it simply goes "off the radar" as far as wmctrl is concerned. Bearing in mind that icon positions in the Notification Area can vary, is there some way to determine the screen co-ordinates of Skype's Panel icon, so I can "click" it using xdotool (or a similar utility)? ...or maybe there is a more direct way to activate the "dormant" Skype? ... (and I don't mean the mouse ;) Here is the script, so far. Hopefully it will make clear what I'm trying to do: #!/bin/bash procname="skype-wrapper" windmask="Skype™" if [[ $(pgrep -x -n -c "$procname") == 1 ]] ; then wintitle="$(wmctrl -l |grep "$windmask" |head -n 1 |sed -n "s/^.\+${HOSTNAME} \(.*\)/\1/p")" if [ "$wintitle" = "" ] ; then echo "Click on Skype's Panel-icon to show the main window" ############################################################### # How can I find the screen co-ordinates of Skype's Panel Icon ############################################################### else # Skype is running, and has (at least) one visible window which matches $windmask. Activate it. wmctrl -a "$wintitle" fi else # The process is not currently running. Start it. ("$procname" &) fi

    Read the article

  • How to set my .apk file to run on different screen resolution in android?

    - by Arslan
    I am using a "WVGA800" for my app. I try to run it on different resolution screens. It it is not perfectly scratching in that resolution . I read and implement issues form this link. http://developer.android.com/guide/practices/screens_support.html But still not result. Please let me know if any one hase a perfect solution. Main issue are that I am fixing hight & width of Image, textsize etc. When these are displayed to screen of "WVGA800". But when I test them on "HVGA", "QVGA" then problem arise. I want to avoid the "if else" conditions by getting the screen resolution at Runtime. If any one hase any solution for this...let me know. Thanks in advance. I am also wondring when there will be new devices with new screen resolutions?

    Read the article

  • SAP Shortcut file - How to redirect to specific transaction screen in SAP?

    - by Kiru
    Problem : How to redirect the user to a specific executed transaction screen in SAP? Generated the SAP shortcut and able to redirect the user to specific transaction screen. It is also possible to prefill the required input parameters. The corresponding line in the shortcut is- Command=AB12 RIWO00-input1=200001212; where AB12 is the trasaction, and input1 is the input parameter. This will open that SAP screen, with AB12 transaction and the input parameter would be filled with values. But this mandates the user to clicks on enter explicitly/click on execute button explicitly after opening through the shortcut file. Is it possible to include that enter also in the shortcut file? Thank you :)

    Read the article

  • How can you prevent an individual window being captured by Print-Screen?

    - by John
    I noticed a few times than when I print-screen while Media Player is running, the content is replaced with a grey rectangle. I've no idea if it's deliberate due to DRM, or some technical issue, but it struck me that being able to deliberately block screen-capture might be a useful feature in some scenarios. I am not looking to fix the problem, but replicate it! Is there some specific message each HWND gets for print-screen - does Windows do a special repaint or simply dump buffers to the clipboard? I guess I'd prefer to focus this on Win32 specifically, but as long as it's Windows-related then fine.

    Read the article

  • Is it possible to have a sound play before/during the splash screen?

    - by Jeff
    My app takes a few seconds to load and I have a splash screen. Once "viewDidLoad" I have a little sound play. I feel that the sound would be in better use if it started playing when the splash screen popped up. Is it possible to have a sound start before/during the splash screen? Here is my code: (under viewDidLoad) NSString *soundFilePath = [[NSBundle mainBundle] pathForResource: @"intorSound" ofType: @"aif"]; NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: soundFilePath]; player = [[AVAudioPlayer alloc] initWithContentsOfURL: fileURL error: nil]; [player setVolume: soundVolumeValue]; // available range is 0.0 through 1.0 [player play]; [fileURL release]; Thank you for your time!

    Read the article

  • Android animation doesn't work, probably some kind of screen redraw problem.

    - by BenIOs
    I have created a custom component in my program by extending a ViewGroup. This component listens to touch events and are supposed to start animations when the user has move their finger past some certain points. I'm able to start animations while the user is touching the screen. But I'm not able to start animations if the user doesn't move their finger. It's probably that the phone thinks it doesn't have to update the screen if the user isn't moving their finger. I added some logs and according to them the animation starts and ends but it doesn't draw on the screen. I have the same problems when starting an animation with a timer. I use AlphaAnimations and TranslateAnimations on ImageViews. I have tried to use invalidate() both on the component and the ImageView but it doesn't help. Anyone who has an idea how to solve this?

    Read the article

  • How can you prevent a window being captured by Print-Screen?

    - by John
    I noticed a few times than when I print-screen while Media Player is running, the content is replaced with a grey rectangle. I've no idea if it's deliberate due to DRM, or some technical issue, but it struck me that being able to deliberately block screen-capture might be a useful feature in some scenarios. Is there some specific message each HWND gets for print-screen - does Windows do a special repaint or simply dump buffers to the clipboard? I guess I'd prefer to focus this on Win32 specifically, but as long as it's Windows-related then fine.

    Read the article

  • How can I get a Dialog style activity window to fill the screen?

    - by Matthias
    I am using an activity with the dialog theme set, and I want it to be full screen. I tried all sorts of things, even going through the WindowManager to expand the window to full width and height manually, but nothing works. Apparently, a dialog window (or an activity with the dialog theme) will only expand according to its contents, but even that doesn't always work. For instance, I show a progress bar circle which has width and height set to FILL_PARENT (so does its layout container), but still, the dialog wraps around the much smaller progress bar instead of filling the screen. There must be a way of displaying something small inside a dialog window but have it expand to full screen size without its content resizing as well?

    Read the article

  • How do I make a DIV stay at the top of the screen no matter ow far down the page my visitor scrolls?

    - by user1289863
    What I'm saying is, I have some extremely long pages on my website, which can make it annoying I've my visitors need to scroll to the top of the page to be able to navigate to another page. I'm not quite sure what I would call this but any Google search that contains the words 'DIV' and 'float' come up with completely unrelated results... What I'm looking to do is create a DIV that stays at the top of the Screen (not to be confused with the page) so that if the user is at the bottom of the page, they can still see the navigation bar just floating at the top of the screen. What I can think of is to position the DIV relative to the position of the screen but I don't know how to code this. I'm happy to use JavaScript (preferably in the form of jQuery), but if you know how to do this using CSS, I would favour your response. This might help: I know a little bit of jQuery and JavaScript and I know a good deal of CSS and HTML. Thanks in advance.

    Read the article

  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

    Read the article

  • Xorg server won't start after fresh install of Debian 5.04, screen goes blank (Intel Atom D510(Pinet

    - by Kamil Zadora
    Hello, I have installed Debian 5.04 Lenny on my new Intel D510MO motheboard. I fixed some issues with incorrect drive mapping (for some reason during installation my hdd was on sdb, after a restart it is under sda - fixed in grub), and now I am struggling with getting graphical enviroment up and running, I installed the graphical enviroment using the Debian installer. I am not an linux expert by any means, I assume that I need to edit the xorg.conf file. Any hints appreciated! UPDATE1: No change after dpkg-reconfigure xserver-xorg Here is my current xorg.conf: # xorg.conf (X.Org X Window System server configuration file) # # This file was generated by dexconf, the Debian X Configuration tool, using # values from the debconf database. # # Edit this file with caution, and see the xorg.conf manual page. # (Type "man xorg.conf" at the shell prompt.) # # This file is automatically updated on xserver-xorg package upgrades *only* # if it has not been modified since the last upgrade of the xserver-xorg # package. # # If you have edited this file but would like it to be automatically updated # again, run the following command: # sudo dpkg-reconfigure -phigh xserver-xorg Section "InputDevice" Identifier "Generic Keyboard" Driver "kbd" Option "XkbRules" "xorg" Option "XkbModel" "pc105" Option "XkbLayout" "pl" EndSection Section "InputDevice" Identifier "Configured Mouse" Driver "mouse" EndSection Section "Device" Identifier "Configured Video Device" EndSection Section "Monitor" Identifier "Configured Monitor" EndSection Section "Screen" Identifier "Default Screen" Monitor "Configured Monitor" EndSection UPDATE2: I have installed vnc4server package. I can connect over vnc from my windows 7 laptop and i see empty desktop with terminal window open. Seems that the xserver and gdm are running but they cant talk with my GPU. I am not sure if a can use any gui tool to configure it overthe vnc, as all I see is the terminal window, no taskbars etc. UPDATE3: My current Xorg.0.log http://pastebin.pl/18918 The graphic chipset integrated into the D510 processor is Intel 945GC

    Read the article

  • Dual NVidia graphics cards in Ubuntu / xorg.conf mania

    - by John Zwinck
    I have two NVidia graphics cards: Quadro NVS 295 (PCI Express, dual DisplayPort outputs) GeForce FX 5200 (PCI, DVI and VGA outputs) I have three identical monitors, two on DisplayPort and one on DVI. I'm on Ubuntu Hardy (and cannot currently dist-upgrade for separate reasons). I use the "nvidia" driver. What's new is the GeForce card and the third monitor. I currently have the dual DisplayPort monitors working fine. Here are the display-related parts of my xorg.conf: Section "ServerLayout" Identifier "Default Layout" Screen "PCI-Express Screen" 0 0 # adding this makes X fail to start: Screen "PCI Screen" 0 Inputdevice "Generic Keyboard" Inputdevice "Configured Mouse" EndSection Section "Module" Load "glx" # not sure why/if this is needed EndSection Section "Monitor" Identifier "DELL 2408WFP" Option "DPMS" EndSection Section "Device" Identifier "NVIDIA Quadro NVS 295" Driver "nvidia" Option "RenderAccel" "true" Screen 0 BusID "PCI:2:0:0" EndSection Section "Device" Identifier "NVIDIA GeForce FX 5200" Driver "nvidia" Option "RenderAccel" "true" Screen 1 BusID "PCI:6:4:0" EndSection Section "Screen" Identifier "PCI-Express Screen" Device "NVIDIA Quadro NVS 295" Monitor "DELL 2408WFP" Defaultdepth 24 Option "TwinView" "True" Option "UseEdidFreqs" "True" Option "MetaModes" "1920x1200 +0+1200, 1920x1200 +0+0" EndSection Section "Screen" Identifier "PCI Screen" Device "NVIDIA GeForce FX 5200" Monitor "DELL 2408WFP" Defaultdepth 24 Option "TwinView" "True" Option "UseEdidFreqs" "True" Option "MetaModes" "1920x1200 +0+0" EndSection I use nvidia-settings to configure my monitors, and it does not show the second GPU. lspci, though, shows: 02:00.0 VGA compatible controller: nVidia Corporation Unknown device 06fd 06:04.0 VGA compatible controller: nVidia Corporation NV34 [GeForce FX 5200] Which is where I got the BusID settings for the two devices (when I just had one device, I didn't have any BusID listed...and adding the BusID hasn't broken anything). What am I missing? How can I make nvidia-settings show my second GPU so I can then configure its monitor?

    Read the article

  • Permission issues causes Unity Segmentation fault

    - by Dj Gilcrease
    I upgraded from 13.04 to 13.10 and I can boot to the unity-greeter and login just fine, but after login I just get a black screen with a cursor. I have tried following http://help.ubuntu.com/community/BinaryDriverHowto/ATI http://help.ubuntu.com/community/RadeonDriver and the manual install of the downloaded AMD drivers. All have the same affect. Also I have read Black screen after login with cursor I get a black screen after logging in ubuntu 13.04 black screen after login Ubuntu 13.10 - Black screen after login session Ubuntu 13.04 - Black screen with unresponsive cursor Upgrade to Ubuntu 13.04 Problem - Boots into Blank Black Screen All of which were no further help then the two support articles about ATI drivers So I switched back to the default drivers and went a little further into debugging, when I do ctrl+alt+F1 and login and try unity --debug > unity_start.log then ctrl+alt+F8 the screen stays black with a cursor and when I switch back ctrl+alt+F1 the contents of the log output are http://pastebin.com/rdQG4Hb0 However when I try sudo unity --debug > unity_start_root.log then ctrl+alt+F8, unity starts and the output of the log is http://pastebin.com/Yv4RD2j7 The fact that it starts as root tells be it is either a permissions issue of some required file or there is some setting that is specific to my user that is causing the SIGSEGV. So to narrow this down I activated the guest account and tried to login and got the same black screens with only a mouse cursor, so this tells me that it is not a configuration issue, but a permissions issue, so how do I narrow down which file has the wrong permissions? Also is there anything further that may help debug this issue? Ok after a few more hours of googling I found that if I add myself to the video group I can login and see the desktop, but there are lots of other permission related issues, so I am thinking something went wonky with PolicyKit during the upgrade, is there a way to reset PolicyKit settings for a user?

    Read the article

  • WPF Login Verification Using Active Directory

    - by psheriff
    Back in October of 2009 I created a WPF login screen (Figure 1) that just showed how to create the layout for a login screen. That one sample is probably the most downloaded sample we have. So in this blog post, I thought I would update that screen and also hook it up to show how to authenticate your user against Active Directory. Figure 1: Original WPF Login Screen I have updated not only the code behind for this login screen, but also the look and feel as shown in Figure 2. Figure 2: An Updated WPF Login Screen The UI To create the UI for this login screen you can refer to my October of 2009 blog post to see how to create the borderless window. You can then look at the sample code to see how I created the linear gradient brush for the background. There are just a few differences in this screen compared to the old version. First, I changed the key image and instead of using words for the Cancel and Login buttons, I used some icons. Secondly I added a text box to hold the Domain name that you wish to authenticate against. This text box is automatically filled in if you are connected to a network. In the Window_Loaded event procedure of the winLogin window you can retrieve the user’s domain name from the Environment.UserDomainName property. For example: txtDomain.Text = Environment.UserDomainName The ADHelper Class Instead of coding the call to authenticate the user directly in the login screen I created an ADHelper class. This will make it easier if you want to add additional AD calls in the future. The ADHelper class contains just one method at this time called AuthenticateUser. This method authenticates a user name and password against the specified domain. The login screen will gather the credentials from the user such as their user name and password, and also the domain name to authenticate against. To use this ADHelper class you will need to add a reference to the System.DirectoryServices.dll in .NET. The AuthenticateUser Method In order to authenticate a user against your Active Directory you will need to supply a valid LDAP path string to the constructor of the DirectoryEntry class. The LDAP path string will be in the format LDAP://DomainName. You will also pass in the user name and password to the constructor of the DirectoryEntry class as well. With a DirectoryEntry object populated with this LDAP path string, the user name and password you will now pass this object to the constructor of a DirectorySearcher object. You then perform the FindOne method on the DirectorySearcher object. If the DirectorySearcher object returns a SearchResult then the credentials supplied are valid. If the credentials are not valid on the Active Directory then an exception is thrown. C#public bool AuthenticateUser(string domainName, string userName,  string password){  bool ret = false;   try  {    DirectoryEntry de = new DirectoryEntry("LDAP://" + domainName,                                           userName, password);    DirectorySearcher dsearch = new DirectorySearcher(de);    SearchResult results = null;     results = dsearch.FindOne();     ret = true;  }  catch  {    ret = false;  }   return ret;} Visual Basic Public Function AuthenticateUser(ByVal domainName As String, _ ByVal userName As String, ByVal password As String) As Boolean  Dim ret As Boolean = False   Try    Dim de As New DirectoryEntry("LDAP://" & domainName, _                                 userName, password)    Dim dsearch As New DirectorySearcher(de)    Dim results As SearchResult = Nothing     results = dsearch.FindOne()     ret = True  Catch    ret = False  End Try   Return retEnd Function In the Click event procedure under the Login button you will find the following code that will validate the credentials that the user types into the login window. C#private void btnLogin_Click(object sender, RoutedEventArgs e){  ADHelper ad = new ADHelper();   if(ad.AuthenticateUser(txtDomain.Text,         txtUserName.Text, txtPassword.Password))    DialogResult = true;  else    MessageBox.Show("Unable to Authenticate Using the                      Supplied Credentials");} Visual BasicPrivate Sub btnLogin_Click(ByVal sender As Object, _ ByVal e As RoutedEventArgs)  Dim ad As New ADHelper()   If ad.AuthenticateUser(txtDomain.Text, txtUserName.Text, _                         txtPassword.Password) Then    DialogResult = True  Else    MessageBox.Show("Unable to Authenticate Using the                      Supplied Credentials")  End IfEnd Sub Displaying the Login Screen At some point when your application launches, you will need to display your login screen modally. Below is the code that you would call to display the login form (named winLogin in my sample application). This code is called from the main application form, and thus the owner of the login screen is set to “this”. You then call the ShowDialog method on the login screen to have this form displayed modally. After the user clicks on one of the two buttons you need to check to see what the DialogResult property was set to. The DialogResult property is a nullable type and thus you first need to check to see if the value has been set. C# private void DisplayLoginScreen(){  winLogin win = new winLogin();   win.Owner = this;  win.ShowDialog();  if (win.DialogResult.HasValue && win.DialogResult.Value)    MessageBox.Show("User Logged In");  else    this.Close();} Visual Basic Private Sub DisplayLoginScreen()  Dim win As New winLogin()   win.Owner = Me  win.ShowDialog()  If win.DialogResult.HasValue And win.DialogResult.Value Then    MessageBox.Show("User Logged In")  Else    Me.Close()  End IfEnd Sub Summary Creating a nice looking login screen is fairly simple to do in WPF. Using the Active Directory services from a WPF application should make your desktop programming task easier as you do not need to create your own user authentication system. I hope this article gave you some ideas on how to create a login screen in WPF. NOTE: You can download the complete sample code for this blog entry at my website: http://www.pdsa.com/downloads. Click on Tips & Tricks, then select 'WPF Login Verification Using Active Directory' from the drop down list. Good Luck with your Coding,Paul Sheriff ** SPECIAL OFFER FOR MY BLOG READERS **We frequently offer a FREE gift for readers of my blog. Visit http://www.pdsa.com/Event/Blog for your FREE gift!

    Read the article

  • What is the most likely cause to a Blue Screen of Death when the user presses Ctrl-Alt-Delete?

    - by Jay
    My wife is experiencing this with her work laptop--she presses Ctrl-Alt-Delete to lock and she gets the BSOD. The first troubleshooting step is usually to "re-image", and it's locked down. So with this question, I am asking whether the behavior is unique enough that someone in the stack-universe knows exactly what this is (something I can tell her to tell her help desk support). Update: help desk said to order more RAM. Alt-tabbing caused the same behavior today. And...she learned that multiple users are affected. I'm not sure I'll be able to clean any additional info that will help w/ troubleshooting. I'll leave the question here for a bit and if an answer ends up being the actual solution, I'll accept it. If not, I think I should probably remove the question (i'll check meta). Update #2.5: The cause appears to be a ctrl-alt-delete keystroke while Sales Team Configurator is open. This can either be to lock the screen (there are workaround in answers already present) or to unlock the screen (no workaround for that).

    Read the article

< Previous Page | 121 122 123 124 125 126 127 128 129 130 131 132  | Next Page >