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  • IndexOutOfRangeException when a stream is a multiple of the buffer size

    - by dnord
    I don't have a lot of experience with streams and buffers, but I'm having to do it for a project, and I'm stuck on an exception being thrown when the stream I'm reading is a multiple of the buffer size I've chosen. Let me show you: My code starts by reading bufferSize (100, let's say) bytes from the stream: numberOfBytesRead = DataReader.GetBytes(0, index, output, 0, bufferSize); Then, I loop through a while loop: while (numberOfBytesRead == bufferSize) { BufferWriter.Write(output); BufferWriter.Flush(); index += bufferSize; numberOfBytesRead = DataReader.GetBytes(0, index, output, 0, bufferSize); } ... and, once we get to a non-bufferSize read, we know we've hit the end of the stream and can move on. But if the bufferSize is 100, and the stream is 200, we'll read positions 0-99, 100-199, and then the attempt to read 200-299 errors out. I'd like it if it returned 0, but it throws an error. What I'm doing to handle that is, well, a try-catch: catch (System.IndexOutOfRangeException) numberOfBytesRead = 0; ...which ends the loop, and successfully finishes the thing, but we all know I don't want to control code flow with error handling. Is there a better (more standard?) way to handle stream reading when the stream length is unknown? This seems like a small wrinkle in a fairly reasonable strategy for reading streams, but I just don't know if I've got it wrong or what. The specifics of this (which I've cleaned up a little bit for posting) are a MySqlDataReader hitting a LARGEBLOB column. It's working whenever the buffer is larger than the number of returned bytes, or when the number of returned bytes is not a multiple of bufferSize. Because we don't, in that case, throw an IndexOutOfRangeException.

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  • How can I disable my laptop's built-in keyboard?

    - by sam
    I have a HP Compaq Presario C700 laptop with Windows 7 installed on it. My laptop's keyboard is not working properly; some keys never work and some keys will keep on pressing. I've formatted the OS but it didn't solve my problem. I bought an external USB keyboard and it works well. As some keys in the built-in keyboard activate themselves, I still couldn't work effectively. After searching Google I tried the following steps to disable the built-in keyboard: Disabled keyboard drivers: This didn't work because when the system reboots, the driver gets installed again automatically. Installed irrelevant driver for keyboard: This failed - I couldn't install the driver. After rebooting it installed the correct driver automatically. Can anyone help explain how I can temporarily uninstall my built-in keyboard? I don't want to remove it manually (removing the hardware cable).

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  • Can I define keyboard shortcuts using the Super key?

    - by Rasmus
    In 10.04, I had a lot of keyboard shortcuts defined using Super/Mod4 and one single other key, Super+O ran Opera Super+W opened Nautilus pointing to my Work folder, etc. In 11.04, these do not seem to work -- only Super+R works to run the terminal, and Super+Shift+W successfully runs Nautilus. Is there some way I can get these to function again? Adding them in Keyboard Shortcuts does not work, and neither does adding commands in CompizConfig Settings Manager.

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  • Which card readers support HID (Human Interface Device) and emulate keyboard input? [closed]

    - by Level1Coder
    I'm looking for a card reader to interface with an inhouse webapp and need it to emulate keyboard input to type the card data (serial number) into a web form. A simple usage scenario would be where I open notepad, have notepad focused as front most, swipe the card, and the card reader can type out the card data into notepad as plain text. As long as this works, the card data can work with any web form. Which card readers supports this kind of keyboard emulation mode?

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  • How to fix laggy mouse and keyboard on Ubuntu 10.04 LTS 64bit?

    - by Goi
    I've just installed Ubuntu 10.04 LTS 64bi on my i5-2400 system, and I'm experiencing very laggy keyboard and mouse input. I have to type really slowly or I some keys will not get registered. Also, the mouse cursor moves around very slowly at a very low frame rate. I've checked my keyboard and mouse settings and they seem to be fine. System monitor doesn't show any processes taking up significant CPU utilization. What else could be wrong?

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  • Mac OSX: Scroll half a page

    - by Eddy
    I am no longer using the trackpad on my macbook and using a separate wired apple keyboard instead. I miss the scrolling functionality on my trackpad, I'm having to make do with the keyboard (the mouse is too far away for efficient scrolling). Is there a way to map a key combination (such as cmd+pagedown) such that I scroll up/down half a page instead of a full page? Even better, is there a way to map key combinations to arbitrary scrolling distances? Thanks for your time

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  • How do I turn off accent combining in Windows 7?

    - by shinjin
    I have English Windows 7 Professional with Hungarian keyboard language installed. The English keyboard layout works as expected, but for the Hungarian layout some kind of "accent combining" is activated. The effect of this ^+o becomes ô, ^+a becomes â, etc. This is not helpful at all, since the accented characters of Hungarian are already mapped to keys, but it's really annoying because I have to type a non-combining character to actually get ^. Is there any way to turn this "feature" off?

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  • How can I combine the input of two Keyboards?

    - by Janusz
    I use a Stinkyboard Footboard to enter shortcuts with my feet on my mac. This works fine, the Footboard is recognized as another USB keyboard and the shortcuts are working. One thing that is not working is to assign two Keys like ALT + SHIFT to the foot pedal and then add another key like 1 with the keyboard I use with my hands. Is there a way to make this two keyboards combine its input into one shortcut?

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  • How do I turn off accent combining in Windows 7?

    - by shinjin
    I have English Windows 7 Professional with Hungarian keyboard language installed. The English keyboard layout works as expected, but for the Hungarian layout some kind of "accent combining" is activated. The effect of this ^+o becomes ô, ^+a becomes â, etc. This is not helpful at all, since the accented characters of Hungarian are already mapped to keys, but it's really annoying because I have to type a non-combining character to actually get ^. Is there any way to turn this "feature" off?

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  • Where are xmodmap settings saved?

    - by Jose Luis
    I created my own keyboard layout and loaded it with xmodmap .Xmodmap. Now I want to go back to a default layout, but after a reboot the layout defined with xmodmap are still present. What files is modifying xmodmap? By the way, I'm using Arch Linux, and I just want to have again the layout defined in /etc/vconsole.conf (which is the default place to define your keyboard layout with systemd, according to the Arch Wiki).

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  • Create dynamic buffer SharpDX

    - by fedab
    I want to set a buffer that is updated every frame but can't figure it out, what i have to do. The only working thing i have is this: mdexcription = new BufferDescription(Matrix.SizeInBytes * Matrices.Length, ResourceUsage.Dynamic, BindFlags.VertexBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); Draw: //Change Matrices (Matrix[]) every frame... instanceBuffer.Dispose(); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); I guess Dispose() and creating a new buffer is slow and can be done much faster. I've read about DataStream but i do not know, how to set this up properly. What steps do i have to do to set up a DataStream to achieve fast every-frame update?

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  • How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL

    - by bigp
    After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality? Can an AGAL VertexShader & FragmentShader be written so it's adaptable to any Texture size and Viewport dimensions? I find I'm getting some "blocky" effects in some of my first attempts at "ping-ponging" between two Texture buffers (to create trailing effects). Perhaps I'm not using the UVs correctly between the rendering-to-target and/or the backbuffer? Is there a simpler way just to "splash" the texture on the backbuffer, or is a Quad absolutely necessary (4 vertices, 2 triangles)? If it needs the Quad, should the Texture buffer be fully drawn (0.0 to 1.0 for vertical and horizontal UVs), or only a percentage of it should, like the example below? Texture Buffer U: 0.0 to viewport.width/texturebuffer.width; Texture Buffer V: 0.0 to viewport.height/texturebuffer.height; Thanks!

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  • WCF HttpClient Error calling a RESTful WCF Service - Cannot write more bytes to the buffer than the configured maximum buffer size: 65536

    - by Justin Hoffman
    Using the HttpClient API from wcf.codeplex.com, you may encounter this error if respones are too large.   Cannot write more bytes to the buffer than the configured maximum buffer size: 65536 In order to increase the size of the Response Buffer, just increase the MaxReseponseContentBufferSize as shown below. Increase it to something larger than the default: 65536 depending on your response sizes. var client = new HttpClient { MaxResponseContentBufferSize = 196608, BaseAddress = new Uri("http://myservice/service1/") };

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  • Using a Vertex Buffer and DrawUserIndexedPrimitives?

    - by MattMcg
    Let's say I have a large but static world and only a single moving object on said world. To increase performance I wish to use a vertex and index buffer for the static part of the world. I set them up and they work fine however if I throw in another draw call to DrawUserIndexedPrimitives (to draw my one single moving object) after the call to DrawIndexedPrimitives, it will error out saying a valid vertex buffer must be set. I can only assume the DrawUserIndexedPrimitive call destroyed/replaced the vertex buffer I set. In order to get around this I must call device.SetVertexBuffer(vertexBuffer) every frame. Something tells me that isn't correct as that kind of defeats the point of a buffer? To shed some light, the large vertex buffer is the final merged mesh of many repeated cubes (think Minecraft) which I manually create to reduce the amount of vertices/indexes needed (for example two connected cubes become one cuboid, the connecting faces are cut out), and also the amount of matrix translations (as it would suck to do one per cube). The moving objects would be other items in the world which are dynamic and not fixed to the block grid, so things like the NPCs who move constantly. How do I go about handling the large static world but also allowing objects to freely move about?

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  • boost::asio buffer impossible to convert parameter from char to const mutable_buffer&

    - by Ekyo777
    visual studio tells me "error C2664: 'boost::asio::mutable_buffer::mutable_buffer(const boost::asio::mutable_buffer&)': impossible to convert parameter 1 from 'char' to 'const boost::asio::mutable_buffer&' at line 163 of consuming_buffers.hpp" I am unsure of why this happen nor how to solve it(otherwise I wouldn't ask this ^^') but I think it could be related to those functions.. even tough I tried them in another project and everything worked fine... but I can hardly find what's different so... here comes code that could be relevant, if anything useful seems to be missing I'll be glad to send it. packets are all instances of this class. class CPacketBase { protected: const unsigned short _packet_type; const size_t _size; char* _data; public: CPacketBase(unsigned short packet_type, size_t size); ~CPacketBase(); size_t get_size(); const unsigned short& get_type(); virtual char* get(); virtual void set(char*); }; this sends a given packet template <typename Handler> void async_write(CPacketBase* packet, Handler handler) { std::string outbuf; outbuf.resize(packet->get_size()); outbuf = packet->get(); boost::asio::async_write( _socket , boost::asio::buffer(outbuf, packet->get_size()) , handler); } this enable reading packets and calls a function that decodes the packet's header(unsigned short) and resize the buffer to send it to another function that reads the real data from the packet template <typename Handler> void async_read(CPacketBase* packet, Handler handler) { void (CTCPConnection::*f)( const boost::system::error_code& , CPacketBase*, boost::tuple<Handler>) = &CTCPConnection::handle_read_header<Handler>; boost::asio::async_read(_socket, _buffer_data , boost::bind( f , this , boost::asio::placeholders::error , packet , boost::make_tuple(handler))); } and this is called by async_read once a packet is received template <typename Handler> void handle_read_header(const boost::system::error_code& error, CPacketBase* packet, boost::tuple<Handler> handler) { if (error) { boost::get<0>(handler)(error); } else { // Figures packet type unsigned short packet_type = *((unsigned short*) _buffer_data.c_str()); // create new packet according to type delete packet; ... // read packet's data _buffer_data.resize(packet->get_size()-2); // minus header size void (CTCPConnection::*f)( const boost::system::error_code& , CPacketBase*, boost::tuple<Handler>) = &CTCPConnection::handle_read_data<Handler>; boost::asio::async_read(_socket, _buffer_data , boost::bind( f , this , boost::asio::placeholders::error , packet , handler)); } }

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  • OpenGL ES depth buffer

    - by Istvan
    Hi! I was wondering if I can deallocate the depth buffer in iPhone OpenGL ES to conserve memory? Or it stays until the application finishes? I only need the depth testing in the beginning of the application.

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  • AVFoundation buffer comparison to a saved image

    - by user577552
    Hi, I am a long time reader, first time poster on StackOverflow, and must say it has been a great source of knowledge for me. I am trying to get to know the AVFoundation framework. What I want to do is save what the camera sees and then detect when something changes. Here is the part where I save the image to a UIImage : if (shouldSetBackgroundImage) { CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); // Create a bitmap graphics context with the sample buffer data CGContextRef context = CGBitmapContextCreate(rowBase, bufferWidth, bufferHeight, 8, bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst); // Create a Quartz image from the pixel data in the bitmap graphics context CGImageRef quartzImage = CGBitmapContextCreateImage(context); // Free up the context and color space CGContextRelease(context); CGColorSpaceRelease(colorSpace); // Create an image object from the Quartz image UIImage * image = [UIImage imageWithCGImage:quartzImage]; [self setBackgroundImage:image]; NSLog(@"reference image actually set"); // Release the Quartz image CGImageRelease(quartzImage); //Signal that the image has been saved shouldSetBackgroundImage = NO; } and here is the part where I check if there is any change in the image seen by the camera : else { CGImageRef cgImage = [backgroundImage CGImage]; CGDataProviderRef provider = CGImageGetDataProvider(cgImage); CFDataRef bitmapData = CGDataProviderCopyData(provider); char* data = CFDataGetBytePtr(bitmapData); if (data != NULL) { int64_t numDiffer = 0, pixelCount = 0; NSMutableArray * pointsMutable = [NSMutableArray array]; for( int row = 0; row < bufferHeight; row += 8 ) { for( int column = 0; column < bufferWidth; column += 8 ) { //we get one pixel from each source (buffer and saved image) unsigned char *pixel = rowBase + (row * bytesPerRow) + (column * BYTES_PER_PIXEL); unsigned char *referencePixel = data + (row * bytesPerRow) + (column * BYTES_PER_PIXEL); pixelCount++; if ( !match(pixel, referencePixel, matchThreshold) ) { numDiffer++; [pointsMutable addObject:[NSValue valueWithCGPoint:CGPointMake(SCREEN_WIDTH - (column/ (float) bufferHeight)* SCREEN_WIDTH - 4.0, (row/ (float) bufferWidth)* SCREEN_HEIGHT- 4.0)]]; } } } numberOfPixelsThatDiffer = numDiffer; points = [pointsMutable copy]; } For some reason, this doesn't work, meaning that the iPhone detects almost everything as being different from the saved image, even though I set a very low threshold for detection in the match function... Do you have any idea of what I am doing wrong?

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  • Can the arguments BUFFER and DIRECT be used with expdp

    - by Shravan
    I have a strange case where in what this guy says is not happening with me. I am not able to set the above two parameters neither through command line directly, nor using a par file. expdp -help doesn't show any such arguments, so are there analogous arguments to BUFFER and DIRECT (from exp) in the data-pump version.

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  • Avoiding 'Buffer Overrun' C6386 warning

    - by bdhar
    In my code, I am using an array xyz of 10 objects. When I am trying to access an element of the array using an unsigned int index like this: xyz[level], I get 'Buffer overrun' warning. Logically, I am pretty sure that level won't exceed 10. How to avoid this warning?

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  • how to init binary buffer in python

    - by ace
    so, I read from DB binary field i.e. 'field1' to var Buf1, and then do something like: unpack_from('I', Buf1, 0) so, all is ok. but question is how can I ini Buf1 without going to DB? I can get value from DB manually and init my var statically, but how? in DB field 'field1' I see something like '0x7B0500000100000064000000B80100006'. and how can I init valid binary buffer from it?

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  • Problem removing US keyboard layout from input languages

    - by Nazariy
    I'm working on English (UK) version of Windows 7, my second input language is Russian. Since installation of Windows I have removed US keyboard layout and set LEFT ALT+SHIFT as input switcher. Everything was fine until now. Recently I noticed that my switch combination does not always work. I opened language select bar and found there English (US) keyboard layout. I went to settings and found that in General Tab there is only two languages available, US was not listed. I decided to add US layout manually and remove it after. This operation went as expected, US layout disappeared from language bar. But after few hours it appeared again. I started "googling" and found that I'm not alone. On Microsoft forum I found suggestion to remove US layout as I did before and than copy all settings to all profiles. It's look like some service are adding US layout on it's own, but I have no idea which one. Does any one know how to fix this issue?

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  • Wireless USB keyboard and mouse can wake system, but then receiver is inactive

    - by BlueMonkMN
    I have a Microsoft brand USB device that acts as a receiver for a wireless Microsoft Keyboard and a wireless Mouse. When it's operating normally, there are LEDs on the device indicating Caps Lock, Num Lock and Function Lock, of which the latter 2 are usually lit. It is plugged into a Dell Isnpiron 531 with Windows 7 32-bit running on an AMD Athlon 64 X2 Dual Core processor 5000+. When the computer goes to sleep (the power indicator on the main box is flashing), I can wake it by moving the mouse. So far all is good. However, something changed in, I think, the past couple weeks (I suspect due to a Microsoft driver update problem). Before the change, after waking the computer, everything would operate normally as far as I could tell, but now after waking the computer, the receiver has no lights on, and the keyboard and mouse are completely unresponsive (which is odd, considering the mouse woke up the computer). There is a button on the receiver that's supposed to reset the wireless connection and flash the lights while it does so, but it has no effect in this state. It's like the receiver doesn't have power (but how would the system know I moved the mouse, unless the power was on until it woke up?). I have checked the BIOS/CMOS settings or whatever you call them, and did not see anything related to USB in the power management section. I have checked Windows 7 device manager and ensured that all the USB Root Hub devices have the setting unchecked for allowing the USB power to be turned off. Like I said, this was working before, and the only thing I can think of that's changed is applying Windows Updates.

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