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  • 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.

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  • iphone development-leopard or snow leopard?

    - by ying
    i am planning start my iphone development, and i have a iMac with tiger 10.4 OS version, planning to upgrade to Leopard 10.5.6 OS X, but i heard apple going to release the Snow Leopard in september, will development environment shift to snow leopard instead of leopard,and Leopard 10.5.7 no longer be used to development?is now a good timing to upgrade?

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  • JSON.parse string with quotes

    - by mjsilva
    Hi, I've this: JSON.parse('{"130.00000001":{"p_cod":"130.00000001","value":"130.00000001 HDD Upgrade to 2x 250GB HDD 2.5\" SATA2 7200rpm"}}'); http://www.jsonlint.com/ says it's perfectly valid json. But on execution I have a JSON.parse error. But, if I change my code to: JSON.parse('{"130.00000001":{"p_cod":"130.00000001","value":"130.00000001 HDD Upgrade to 2x 250GB HDD 2.5\\" SATA2 7200rpm"}}'); (note the double backslash) It works, but now jsonlint gives me invalid json :/ Can someone help to understand this behavior?

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  • Upgrading from visual studio 2005 to visual studio 2010

    - by Craig HB
    Our development team is planning to upgrade from visual studio 2005 to visual studio 2010 -- skipping out visual studio 2008. Most of the projects are VB ASP.NET projects and using SQL Server 2008 as the database. Does anyone know if VS 2005 projects will upgrade seamlessly to VS 2010, or should they first be upgraded to VS 2008? Are there any gotchas?

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  • Why must we "change temporary credentials for token credentials" in OAuth?

    - by PK
    Can't the server just "upgrade" the temporary credentials to token credentials and retain the same key and secret? The client can then start doing authenticated calls right away after the recieving the callback from the server stating that the temporary credentials has been "upgraded". Of cause if the temporary credentials have not be upgrade (i.e. client doesn't wait for callback) the authenticated call fails. So the question is why make an extra call to the server after the callback to "exchange" temporary credentials for token credentials?

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  • Visual Studio 2010 color theme

    - by James Jones
    Has anyone found/made any decent color themes for Visual Studio 2010? My VS 2005/2008 themes seem to be getting mangled in the upgrade process. I'm accustomed to using the ever famous Oren Ellenbogen's Dark Scheme featured on Scott Hanselman's blog, but the upgrade process has made it downright butt-ugly. Does anyone have any gems they'd like to share?

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  • Visual Studio 2005 doesn't support Sql Server 2008

    - by Erez
    I'm developing Reporting services on VS2005 and have to connect to SQL Server 2008. The following Error occurs: "This server version is not supported. You must have Microsoft SQL Server 2005 Beta 2 or later." I found on the net a patch for it, but it doesn't work (link to patch) "The upgrade patch cannot be installed by the Windows Installer Service because the program to be upgraded is missing, or the upgrade patch may update a different version of the program." what else can I do ? :(

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  • Lost cert for published app

    - by John in MD
    I have a free app published in Android market. I have lost the certificate used to sign the current version but I want to publish an updated version. Android market refuses to accept my upgrade because it is signed by a new certificate. I realize the users will have to uninstall the current version to get the upgrade but it's not clear how to get the updated version into the market so that the current users will find it. What are my options? Thanks, John

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  • Writing user stories for internal technical tasks

    - by John Nolan
    I am attempting to manage my projects a little better so I am looking at attempting to apply some of (eventually all) the features of scrum. Looking at user stories specifically the high level format seems to be: As a User I can Feature Description or Artifact is Doing Something How would I write "Upgrade the Database"? Is it simply Upgrade the Database? I think I am being thrown off as there is no specific actor/customer and that the customer is the IT department.

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  • Upgrading PHP 5.1 to 5.3 on Linux Server

    - by nicorellius
    I trying to find the best way to upgrade from PHP 5.1 to 5.3. The CRM software I am running on this server requires this upgrade or else I probably wouldn't even perform it, because it seems like it's going to be perhaps trickier than I hoped it would be. Being still new to the programming world, these routine upgrades are still worrisome to me. I am running apache 2.2.6 (Fedora), PHP 5.1.6 and MySQL 5.0.27 on this server.

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  • upgrading apk file in android market

    - by Aswan
    hi folks, i sell the application into android market with the version 1. i upgrade the application with version 2.in that version 2 i found one bug after upgrading.now i resolved that bug is it possible to upgrade application ith version2 Thanks in advance Aswan

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  • Error Message on Wordpress site.

    - by anonymical
    Hey all, this is my first post. I recently upgraded a wordpress site, all things load but on the top of the page and bottom of the page I get this error. Warning: session_start() [function.session-start]: open(/tmp/sess_6v2kul3t823ah9074g3cl2lrt6, O_RDWR) failed: Permission denied (13) in /home/admin_m3/incommunion.org/wp-content/plugins/wordpress-automatic-upgrade/wordpress-automatic-upgrade.php on line 121 How can I remove it from the page? I believe the server automatically upgraded the version of Wordpress. Any idea? Newbie A

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  • How do I configure AT&T's Uverse 2Wire 2701HGV-B Gateway into DMZPlus Mode?

    - by MasD
    I subscribed for AT&T's Uverse service and they shipped me a Wire 2701HGV-B Router/Gateway/Firewall/WiFi. I would like to configure AT&T's hardware to have less control and use my trusted Linksys WRT54-G router between my computers and the 2Wire Gateway. This seems to be a common configuration for Uverse users with this hardware in other forums, but requires a "DMZPlus" mode that I'm unfamiliar with.

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  • How to setup a static multicast ARP entry with Cisco SG300?

    - by Fredrik Hedberg
    We're running a Microsoft NLB cluster in multicast mode as a loadbalancer. Using our old Cisco IOS switches we propagate access to the cluster to our branches using a static ARP entry in the core router: arp 10.20.1.226 03bf.0a14.01e2 ARPA But how does one solve this using non-IOS based Cisco hardware such as the SG300 series? Adding a static ARP entry results in an error message telling the user that the hardware address needs to be a valid unicast MAC address.

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  • Computer components which have unique ID

    - by user23950
    What are the computer parts that has a unique ID? Be it software or hardware. For example, IP Address. And the MAC ID in the NIC. Unique ID's that could be used by bad sites to distinguish you from the rest of the crowd. Edit: Or anything that cannot be changed. Anything that is embedded in the hardware that cannot be changed.

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  • Errors from ALSA during Arch Linux boot

    - by Macha
    Everytime I boot my Linux system, I get these errors while ALSA boots. Despite these, the sound still works, so these are more of an annoyance than anything. How do I stop these occuring? Unknown hardware: "HDA-Intel" "IDT 92HD73C1X5" "HDA:111d7675,10280256,00100202" "0x1028" "0x0256" Hardware is initialized using a guess method /usr/sbin/alsactl: set_control:1255: failed to obtain info for control #6 (No such file or directory) /usr/sbin/alsactl: set_control:1255: failed to obtain info for control #7 (No such file or directory)

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  • Nokia 6020 can't connect to PC ?

    - by Mukesh
    I have installed PC suite 7.1 and cable CA-42 and trying to connect the mobile as a modem to send and receive sms but the mobile is not connecting with the pc. I have installed the nokia 6020 modem driver. I am running windows XP 64-bit operation system. While i connect phone to a USB port it prompts new hardware found and go for installation of required software but installation of new hardware getting failed.

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  • If a raid controller changes, are the drives still usable without re-formatting?

    - by Jeremy
    I've been wanting to do a raid 1 setup in my home with a pair of sata drives. Someone told me that if the controller fails, you can't just get a new controller because you'll have to reformat the drives. Or is that true only in some implementations? I was originally just looking at an onboard raid controller, or an entry level nas drvice like the intel SS4200-E, but If the hardware (controller) ever fails, will I be out of luck accessing the data if I can't get the exact same hardware to replace it?

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  • Test Environment configuration Management

    - by TechTestDude
    I am after a solution which will enable me to enter all my hardware/software elements (sort of like resource management), create a set of 'test environments' and assign hardware and software to that test environment for a given period. The idea is so that everyone can see and update what they need in any given environment to meet their project needs. Does anyone know of any systems out there which can achieve this? Vendor recommendations are welcome, but please call out your interest in it.

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  • How to make a 100% UNIQUE dvd? [closed]

    - by sajawikio
    Is it possible to make a DVD which would be next to impossible to replicate exactly even with special equipment? To be clear, not in the sense of making the data itself resistant to piracy - nothing like that. More like as an analogy to antiques - a reproduction of a furniture would be able to be spotted to a trained eye, that it is not the original. Is it possible to do this for a dvd? Like, say a dvd is copied, even by someone who is trying to use even special equipment and is hypothetically dying to copy the dvd exactly for whatever reason - even such copied dvd would be detectable that it is not exactly the original dvd somehow (as if it were a reproduction of an original antique, but not the original), and would be almost or even preferably impossible to actually copy 100% exact the dvd ever again. Just some ideas below on the sort of thing i might go about doing to do this, but really am not sure how or what programs, media, hardware, etc. would do the trick Not sure what would do the trick -- but for instance do there exist any blank dvd's that already come pre-recorded with some sort of serial number or bar code, or other metadata, or an encrypted hash, or something like that? Maybe any blank dvd will do but i should get a special software to extract hardcoded metadata? If so which software? Or special hardware even maybe? Such dvd which the "secret" can be: Well, to know what the "secret" is and if it is present on the disk, it probably should be readable by some software or maybe a particular hardware (i guess preferably only if some sort of key is known and input into the software, even better, only then such secret data on disk can be read, otherwise nothing shows up and it looks like just a regular disk with no secret on it), and Would be impossible to actually replicate, especially not with regular burning hardware and preferably not at all. Other idea: Is there any special software that can direct the write head of laser to physically "mar" the dvd in such a way that, when played in dvd player, makes a particular visual pattern or something like that, also say the mar itself shows up as faint scratch on disk, but would be impossible for someone to do themselves exactly? EDIT: Also to clarify suppose the dvd contains video and music that should be playable on dvd players, maybe a menu too (i.e not a dvd containing software), and also to clarify the question is about how to make dvd 100% unique, not how to make the actual content of dvd protected from "piracy".

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