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  • Windows 7 XPS Document Writer has stopped working

    - by jamie
    I have successfully used the Windows 7 XPS Document writer for quite a while under windows 7 (64 bit). Now however when i try to print i get prompted twice for the output file name and then get different error messages depending upon the application being used. e.g. Notepad gives a 'The I/O operation has been aborted because of either a thread exit or an application request'. I have disabled and reenabled the XPS facilities of windows features and have similiarly removed and readded the printer. But the end result is the same. I've uninstalled all applications i have installed since the time when i know it worked but this also has not made any difference. Suggestions please!

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  • solve dell xps delay on touchpad and keyboard

    - by iim.hlk
    I finally found the complete solution for a frustrating/weird problem i was facing. Problem A ) there is a touchpad delay when typing and try to use the touchpad? problem B ) there is a 1 second delay when press any key and try to use left click button through touchpad? pd: i make this because i searched a lot to get this solved and i want to share the solution, dont want any rep... my pc is a dell xps l521x, but im pretty sure it will apply for any xps model.

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  • Map Generation Algorithms for Minecraft Clone

    - by Danjen
    I'm making a Minecraft clone for the sake of it (with some inspriation from Dwarf Fortress) and had a few questions about the way the world generation is handled. Things I want it to cover: Biomes such as hills, mountains, forests, etc. Caves/caverns/tunnels Procedural (so it stretches to infinity... is wrap-around a possibility?) Breaking the map into smaller chunks Moddable (ie, new terrain types) Multiplayer compatible In particular, I've seen things such as Perlin Noise, Heightmaps, and Marching Cubes thrown around. These are like different tools to use, but I don't know when or why I would use them. Are there any other techniques that are useful for map generation? I realize this is borderline subjective and open-ended, but I am looking for some more insight into the processes involved.

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  • Realistic planetary terrain generation with weights

    - by Programmdude
    I need terrain generation for a planet. The planet will be divided up into several hundred hexes, and I need it to be realistic and based on weights. I have dabbled in terrain generation before, but nothing like this. So I figure it would be a good idea to ask the community for answers, recommended articles or the like. By realistic, I mean not just random hexes, but continent shaped things with a few islands. More desert around the equator and more ice around the poles. I also have two weights I need to base it around: ice percentage and water percentage. That means that around XX% of the planet will need to be water. Does anyone have any advice or places to start? Generating arbitrary terrain is easy, but something a bit more "organic" like this seems rather difficult. It also needs to be seamless. Should be obvious since it's a planet, but no harm in pointing it out.

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  • Software licensing and code generation

    - by Nicol Bolas
    I'm developing a tool that generates code from some various data. The tool itself will be licensed with the MIT license, which strikes a good balance for me in terms of allowing the freedom to use and modify it, while still holding the copyright. OK, but what is the legal status of the code generated by the tool? Who holds the copyright for code generated by a tool? Do I need to give users of the tool a license for the generated code, or do they already have that by virtue of it being generated by them? What is different about this code generation system (which may be relevant) is that the source information about the code generation is provided by the system itself. The user doesn't feed source data in; the source data is bundled along with it. They simply have the means to transform it in various ways (filtering out parts of the data they don't want, etc). Obviously they could edit the bundled data. Does that affect anything about this?

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  • Cannot print to XPS Document Writer

    - by slolife
    I have windows 7 and I was trying to print a webpage to the "Microsoft XPS document writer", but it keeps says "An error occurred try to print the document". I've looked in the event viewer and don't see any errors. What can I do to get it to print or figure out what is wrong?

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  • What's the best language combo for code generation?

    - by Peter Turner
    I read through Code Generation in Action but never bothered to make anything of it because Ruby just doesn't fit with my lifestyle at this juncture. The book came out more on the cusp of the C# revolution, and it said that C# "was a language designed to be generated", apparently using Ruby as the generator language. In your experience, what is the ideal combination of languages to generate the most useful code?

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  • Erratic behavior with XPS editing: what could be going wrong?

    - by Ariel Arjona
    Hello folks, I'm working on a class that annotates existing XPS documents. The problem I've been having is that some annotations randomly don't make it to the finished document. The following test code is supposed to draw a rectangle on every page. On random pages the rectangle does not appear. Upon inspection of the page XML, the tags for the rectangle are missing. I run the program again and sometimes it appears on that particular page, sometimes it's then missing from some other page, sometimes from all but 1, and so on. public void TestXpsAnnotate() { var xpsFile = this.GetXpsFile(); var xpsDoc = new XpsDocument(xpsFile, FileAccess.Read); FixedDocumentSequence docSeq = xpsDoc.GetFixedDocumentSequence(); // new XPS document var newFds = new FixedDocumentSequence(); var newDocRef = new DocumentReference(); var newFixedDoc = new FixedDocument(); // get documents foreach (var docRef in docSeq.References) { FixedDocument fixedDoc = docRef.GetDocument(true); // get pages foreach (PageContent pageContent in fixedDoc.Pages) { var newPageContent = new PageContent(); newPageContent.Source = pageContent.Source; (newPageContent as IUriContext).BaseUri = ((IUriContext)pageContent).BaseUri; FixedPage fixedPage = newPageContent.GetPageRoot(true); var r = new System.Windows.Shapes.Rectangle() { Width = 300, Height = 400, Stroke = new SolidColorBrush(Colors.Red), Fill = new SolidColorBrush(Colors.Yellow), StrokeThickness = 3, }; //var r = new TextBlock(); //r.Text = "BLAH"; //r.Foreground = new SolidColorBrush(Colors.Red); var theCanvas = fixedPage.Children.Cast<UIElement>().OfType<Canvas>().First(); theCanvas.Children.Add(r); Canvas.SetLeft(r, 10); Canvas.SetTop(r, 10); fixedPage.UpdateLayout(); newFixedDoc.Pages.Add(newPageContent); } } xpsDoc.Close(); newDocRef.SetDocument(newFixedDoc); newFds.References.Add(newDocRef); string outputFile = this.GetOutputFile(); if (File.Exists(outputFile)) { File.Delete(outputFile); } var newXpsDoc = new XpsDocument(outputFile, FileAccess.ReadWrite); var writer = XpsDocument.CreateXpsDocumentWriter(newXpsDoc); writer.Write(newFds); newXpsDoc.Close(); } This code follows the examples I've seen around the internet and it seems to do what it's supposed to, when it works. Any idea what could be going wrong here?

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  • XPS M1730 Freezing & Crashing unexpectedly

    - by evesirim
    I have a Dell XPS M1730, freshly installed with Windows 7 Professional 32-bit that every so often crashes completely unexpectedly. It need not be running any applications at all for this to happen, never mind anything particularly intensive. It also clearly is not a BSoD issue as no Minidump files are being created in the process. All drivers are up to date and have been both rolled back and then updated and the Device Manager reports no issues. There are very few applications installed on the machine and it has only been online once. It runs a minimal boot of Win7 and yet still after all of this something is making it crash. All of this suggests to me it may be more like a hardware problem but to be honest I really have no idea - so I thought I'd try here. Any thoughts...? Many thanks in advance

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  • Procedural object generation and unique identification

    - by 2080
    My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players (/clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id - does anyone know which methods or algorithms can accomplish that?

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  • How to create reproducible probability in map generation?

    - by nickbadal
    So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 && tile.adjacentTo(Type.WATER)) tile.setType(Type.SAND); This works fine, and is even reproduceable (based on a common seed) if the nextInt() calls are always in the same order. The issue is that in my game, the world is generated on demand, based on the player's location. This means, that if I explore the map differently, and the chunks of the map are generated in a different order, the randomness is no longer consistent. How can I get this sort of randomness to be consistent, independent of call order? Thanks in advance :)

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  • Dell XPS m1530 system cannot boot need 130w or greater

    - by KPS
    I have a Dell XPS M1530 and I lost my old AC adapter but ordered a new one. For the longest time it always had a battery charge so I was able to boot into the OS but now it is completely dead. I have a generic charger that slowly charged the laptop when it was in the OS but does not when the computer is off. When I boot up I get the following error: The AC power adapter type cannot be determined. The system can only boot with a 130 W power adapter or greater. Strike F1 key to shutdown. I cannot even enter the BIOs setup screen or boot menu, is there a way around this? I heard from the local tech that Dell has a special feature to boot from thumb drive before getting past the initial logo. I am doing my best to avoid purchasing a new charger since it worked just fine when the OS was running, I am hoping to get this thing going. Is there a way to charge the battery externally? Thanks in advance for any help!

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  • What is the best XPS WYSIWYG Editor that will output XAML?

    - by Simon
    I am looking for a WYSIWYG for XPS that will ouput the raw XAML. My intentions is use the tool for a way to quickly generate and test the XAML (of XPS documents) with the intention of then generating the same xaml in code and programmatically generating an XPS document. The same approach that many people use for generating html. Can anyone recommend any of the below products or suggest any others? Better yet does anyone know of a free XPS editor? NiXPS Edit $300USD http://www.nixps.com/nixps_edit_20.html XamlPad is free but also quite limited and does not really target XPS. Office System Power Tools is not WYSIWYG http://blogs.msdn.com/adrianford/archive/2008/07/03/visual-studio-and-xps-files.aspx XPS eXaminer 1.0 $399USD http://storefront.qualitylogic.com/p-16-qualitylogic-xps-examiner.aspx

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  • Dell XPS 17 Laptop USB SS Ports don't work until machine rebooted

    - by Matt
    I have a new Dell XPS 17 laptop and have an issue that the two USB SS ports on the rear of the machine are not recognising anything when I start-up. Have tried mouse, keyboard, headset, USB display. If I plug a USB hub in the power light on the hub lights (presume this is hard-wired) but a mouse plugged into the hub does not light up. If I restart the pc the ports work fine. Also the other two USB ports work fine all the time. I have switched off the power saving setting on the device manager (Power managementAllow the computer to turn off this device to save power) and also in the advanced power settings (USB Settings USB Selective suspend setting:disabled) I have also disabled USB powershare in the BIOS (not sure what this actually does!) This is becoming very annoying having to restart the machine every day before I can start work Running Win 7 Pro x64 EDIT: I have found that setting USB Emulation to Disabled has helped the devices to be recognised during start up but they keep dropping out completely when in use EDIT 2: I contacted Dell about this issue who told me to update the BIOS driver, when I asked if I should downgrade from the factory installed A13 to the A12 posted on the dell website they said no. However there is now an A14 available on the website has anyone tried this?

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  • Dell XPS 15 L502X hard drive Partition

    - by Mohan Gajula
    I have a situation here. I got my new Dell XPS 15 Laptop. The configuration of hard drive is as below : Volume 1: (OEM Partition): 133MB Volume 2: OS (C:): 685.25 GB Volume 3: Recovery : 13.25 GB Now, I am trying to re-partition my C Drive to have a C: drive with 100 GB and a new drive with 585 GB. Earlier, I tried using the Windows 7 Disk Management to shrink and extend the volume. That lead to the OS and hard drive not working. Dell Tech support tried to fix the issue, but they were not able to fix the issue online. Later a Dell Technician arrived my place, and replaced the hard drive with a new hard drive. Please help me re-partition the C: Drive with 100 GB, and new D drive with 585 GB. I don't want to lose my Recovery Partition. SOLUTION As Suggested by KCotreau below , I have done exactly. I have resized the C drive to 100 GB. And then applied the changes. Windows got restarted. On the boot screen, the partition was taking place. It took around 30 mins ( approx. ). Once after restart, I can see my C drive is 100 GB. Now opened the Easeus again. And created a new partition for the free space ( 585 GB ) this took 10 seconds to create. Here goes the screenshot after partitioning. Thanks to KCotreau. You are amazing.

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  • Dell XPS 1530 DVD-RW firmware problem

    - by josecortesp
    Hello everyone. I have this XPS laptop since a year and a half ago. About 2 months ago, with the waranty expired, i tried to run the optiarc slot load DVD-RW firmware update, and said everything was okay. Then I restarted it and the problem started: Now, every single time I turn on my computer, it get stuck at the BIOS POST until the drive sounds like "ready" and then the computer starts normally. And this happen EXACTLY the same when it's getting back from sleep. I'm pretty sure is not a software issue, because I tried with Vista Home Premiun 32 bits, Ubuntu (from 8.10+)32 & 64, and with W7 64. Already tried to run the firmware installer like a million time, in case it is a failing install with no luck. Also, google it to see if someone has the same problem, and again, no. The Drive performs pretty okay once the System is on, but waiting to the drive to be ready everytime is really annoying. The Firmware I updated was this, and the drive is: K937C Assembly, Dvd+/-rw, 8, SLOT, 1530 Sony Nec Optiarc Inc. I'll apreciate any help you can give me

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  • Code Generation and IDE vs writing per Hand

    - by sytycs
    I have been programming for about a year now. Pretty soon I realized that I need a great Tool for writing code and learned Vim. I was happy with C and Ruby and never liked the idea of an IDE. Which was encouraged by a lot of reading about programming.[1] However I started with (my first) Java Project. In a CS Course we were using Visual Paradigm and encouraged to let the program generate our code from a class diagram. I did not like that Idea because: Our class diagram was buggy. Students more experienced in Java said they would write the code per hand. I had never written any Java before and would not understand a lot of the generated code. So I took a different approach and wrote all methods per Hand (getter and Setter included). My Team-members have written their parts (partly generated by VP) in an IDE and I was "forced" to use it too. I realized they had generated equal amounts of code in a shorter amount of time and did not spend a lot of time setting their CLASSPATH and writing scripts for compiling that son of a b***. Additionally we had to implement a GUI and I dont see how we could have done that in a sane matter in Vim. So here is my Problem: I fell in love with Vim and the Unix way. But it looks like for getting this job done (on time) the IDE/Code generation approach is superior. Do you have equal experiences? Is Java by the nature of the language just more suitable for an IDE/Code generated approach? Or am I lacking the knowledge to produce equal amounts of code "per Hand"? [1] http://heather.cs.ucdavis.edu/~matloff/eclipse.html

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  • Speeding up procedural texture generation

    - by FalconNL
    Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I have a basic tech demo going where you spin around a single procedurally textured planet: The problem I'm running into is the performance of the texture generation. A quick overview of what I'm doing: a planet is a cube that has been deformed to a sphere. To each side, a n x n (e.g. 256 x 256) texture is applied, which are bundled in one 8n x n texture that is sent to the fragment shader. The last two spaces are not used, they're only there to make sure the width is a power of 2. The texture is currently generated on the CPU, using the updated 2012 version of the simplex noise algorithm linked to in the paper 'Simplex noise demystified'. The scene I'm using to test the algorithm contains two spheres: the planet and the background. Both use a greyscale texture consisting of six octaves of 3D simplex noise, so for example if we choose 128x128 as the texture size there are 128 x 128 x 6 x 2 x 6 = about 1.2 million calls to the noise function. The closest you will get to the planet is about what's shown in the screenshot and since the game's target resolution is 1280x720 that means I'd prefer to use 512x512 textures. Combine that with the fact the actual textures will of course be more complicated than basic noise (There will be a day and night texture, blended in the fragment shader based on sunlight, and a specular mask. I need noise for continents, terrain color variation, clouds, city lights, etc.) and we're looking at something like 512 x 512 x 6 x 3 x 15 = 70 million noise calls for the planet alone. In the final game, there will be activities when traveling between planets, so a wait of 5 or 10 seconds, possibly 20, would be acceptable since I can calculate the texture in the background while traveling, though obviously the faster the better. Getting back to our test scene, performance on my PC isn't too terrible, though still too slow considering the final result is going to be about 60 times worse: 128x128 : 0.1s 256x256 : 0.4s 512x512 : 1.7s This is after I moved all performance-critical code to Java, since trying to do so in Scala was a lot worse. Running this on my phone (a Samsung Galaxy S3), however, produces a more problematic result: 128x128 : 2s 256x256 : 7s 512x512 : 29s Already far too long, and that's not even factoring in the fact that it'll be minutes instead of seconds in the final version. Clearly something needs to be done. Personally, I see a few potential avenues, though I'm not particularly keen on any of them yet: Don't precalculate the textures, but let the fragment shader calculate everything. Probably not feasible, because at one point I had the background as a fullscreen quad with a pixel shader and I got about 1 fps on my phone. Use the GPU to render the texture once, store it and use the stored texture from then on. Upside: might be faster than doing it on the CPU since the GPU is supposed to be faster at floating point calculations. Downside: effects that cannot (easily) be expressed as functions of simplex noise (e.g. gas planet vortices, moon craters, etc.) are a lot more difficult to code in GLSL than in Scala/Java. Calculate a large amount of noise textures and ship them with the application. I'd like to avoid this if at all possible. Lower the resolution. Buys me a 4x performance gain, which isn't really enough plus I lose a lot of quality. Find a faster noise algorithm. If anyone has one I'm all ears, but simplex is already supposed to be faster than perlin. Adopt a pixel art style, allowing for lower resolution textures and fewer noise octaves. While I originally envisioned the game in this style, I've come to prefer the realistic approach. I'm doing something wrong and the performance should already be one or two orders of magnitude better. If this is the case, please let me know. If anyone has any suggestions, tips, workarounds, or other comments regarding this problem I'd love to hear them.

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  • Role Center Installation for IIS Default Feature XPS-VIEWER

    - by ssmantha
    While installing Dynamics Ax 2009 Roles Center and Enterprise Portal on Windows Server 2008 R2, there is a prerequisite for IIS Default components which fails to install. The error log file for IIS component installation points to an error while installing feature NET-XPS-VIEWER. This issue can be resolved by editing “ServerManagerCmdInputIIS.xml” file present in the support folder of the DAX 2009 installer. Edit the entry “<Feature Id="NET-XPS-Viewer" />” to “<Feature Id="NET-XPS-Viewer" />” and try reinstalling the installer should now continue uninterrupted. The issue is due to the feature name which is now XPS-VIEWER in windows server 2008 R2. Happy Installing!! :-)

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  • Embed XPS in HTML

    - by Michael Stoll
    Hi, how can an XPS document be embedded into HTML? The solution has to work in Internet Explorer 8, only. I know that IE can display XPS directly, but I need more control of the way the pages are displayed. Probably this can be solved with an object tag, but I couldn't find any resources.

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  • Heightmap generation

    - by Ziaix
    I want to implement something like this to create a heightmap: 'Place a group of coordinates evenly across a map, and give them height values within a certain range. Repeatedly create coordinates between all of those coordinates, setting their height by deriving a value that was a mean value of all the surrounding coordinates.' However, I'm not sure how I would go about it - I'm not sure how I could code the part where I place the coordinates in between the existing coordinates. Can anyone give any help/advice?

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  • Procedural Generation of tile-based 2d World

    - by Matthias
    I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine. Now I want to generate the ground plane procedurally at run time. In other words: I want to place the tiles (their textures) randomised on the fly. Of course I cannot create an endless ground plane, so I need to restrict how far from the player character (on which the camera focuses on) I procedurally generate the ground floor. My approach would be like this: I have a 2d grid that stores all tiles of the floor at their correct x/y coordinates within the game world. When the players moves the character, therefore also the camera, I constantly check whether there are empty locations in my x/y map within a max. distance from the character, i.e. cells in my virtual grid that have no tile set. In such a case I place a new tile there. Therefore the player would always see the ground plane without gaps or empty spots. I guess that would work, but I am not sure whether that would be the best approach. Is there a better alternative, maybe even a best-practice for my case?

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  • Diamond-square terrain generation problem

    - by kafka
    I've implemented a diamond-square algorithm according to this article: http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2 The problem is that I get these steep cliffs all over the map. It happens on the edges, when the terrain is recursively subdivided: Here is the source: void DiamondSquare(unsigned x1,unsigned y1,unsigned x2,unsigned y2,float range) { int c1 = (int)x2 - (int)x1; int c2 = (int)y2 - (int)y1; unsigned hx = (x2 - x1)/2; unsigned hy = (y2 - y1)/2; if((c1 <= 1) || (c2 <= 1)) return; // Diamond stage float a = m_heightmap[x1][y1]; float b = m_heightmap[x2][y1]; float c = m_heightmap[x1][y2]; float d = m_heightmap[x2][y2]; float e = (a+b+c+d) / 4 + GetRnd() * range; m_heightmap[x1 + hx][y1 + hy] = e; // Square stage float f = (a + c + e + e) / 4 + GetRnd() * range; m_heightmap[x1][y1+hy] = f; float g = (a + b + e + e) / 4 + GetRnd() * range; m_heightmap[x1+hx][y1] = g; float h = (b + d + e + e) / 4 + GetRnd() * range; m_heightmap[x2][y1+hy] = h; float i = (c + d + e + e) / 4 + GetRnd() * range; m_heightmap[x1+hx][y2] = i; DiamondSquare(x1, y1, x1+hx, y1+hy, range / 2.0); // Upper left DiamondSquare(x1+hx, y1, x2, y1+hy, range / 2.0); // Upper right DiamondSquare(x1, y1+hy, x1+hx, y2, range / 2.0); // Lower left DiamondSquare(x1+hx, y1+hy, x2, y2, range / 2.0); // Lower right } Parameters: (x1,y1),(x2,y2) - coordinates that define a region on a heightmap (default (0,0)(128,128)). range - basically max. height. (default 32) Help would be greatly appreciated.

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  • Random World Generation

    - by Alex Larsen
    I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block tall map. Basically so far I have a multidimensional array for each layer of blocks (a total of 262,114 blocks). This is the code I have now: Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } I want to make tunnels and water but the way blocks are set is like this: Block MyBlock = new Block(); MyBlock.BlockType = Block.BlockTypes.Air; How would I manage to connect blocks so the land is not a bunch of floating dirt and stone?

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