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  • Oracle Enterprise Manager Cloud Control 12c Release 3 (12.1.0.3)

    - by Ankit G
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Delighted to announce the GA of EM Cloud Control Release 3 on all supported platforms. This release includes a new 12.1.0.3 version of platform (OMS & Agent), along with revised new versions of several Plug-ins and Metadata plug-ins (including a brand new Metadata plug-in for Oracle Virtual Networking). This release marks yet another major & significant milestone for Enterprise Manager 12c Cloud Control product releases. Following shows the list of new plug-ins versions available along the Oracle Enterprise Manager Cloud Control 12c Release 3 (12.1.0.3). The new plug-ins have dependency on 12.1.0.3 platform, and customer needs to be on minimum 12.1.0.3 platform (OMS/Agent) version of the product before being able to deploy/use these plug-in versions. (In other words, the new plug-in versions cannot be deployed, unless Oracle Enterprise Manager Cloud Control 12c Release 3 (12.1.0.3) is installed or upgraded to). Oracle Enterprise Manager Cloud Control 12c Release 3 (12.1.0.3) release includes tons of new features, along with several stability and performance bug fixes and is available for download for all platforms from OTN:Installation/Upgrade paths: EM Customers can do a fresh installation using "Oracle Enterprise Manager Cloud Control 12c Release 3 (12.1.0.3)", and will get the latest version of the platform, along with all the latest versions of plug-ins and Metadata plug-ins out of the box. EM Customers who are on Release1 (12.1.0.1+BP1) or Release 2 (12.1.0.2), or on older releases 11g and 10.2.0.5, can choose to use Oracle Enterprise Manager Cloud Control 12c Release 3 bits, to upgrade directly to the latest Release 3, and the plug-ins will be automatically upgraded to the latest versions. Enterprise Manager Certification Matrix is also now available on My Oracle Support - here.

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  • SQL Server Memory Manager Changes in Denali

    - by SQLOS Team
    The next version of SQL Server will contain significant changes to the memory manager component.  The memory manager component has been rewritten for Denali.  In the previous versions of SQL Server there were two distinct memory managers.  There was one memory manager which handled allocation sizes of 8k or less and another for greater than 8k.  For Denali there will be one memory manager for all allocation sizes.   The majority of the changes will be transparent to the end user.  However, some changes will be visible to the user.  These are listed below: ·         The ‘max server memory’ configuration option has new lower limits.  Specifically, 32-bit versions of SQL Server will have a lower limit of 64 MB.  The 64-bit versions will have a lower limit of 128 MB. ·         All memory allocations by SQL Server components will observe the ‘max server memory’ configuration option.  In previous SQL versions only the 8k allocations were limited the ‘max server memory’ configuration option.  Allocations larger than 8k weren’t constrained. ·         DMVs which refer to memory manager internals have been modified.  This includes adding or removing columns and changing column names. ·         The memory manager configuration messages in the error log have minor changes. ·         DBCC memorystatus output has been changed. ·         Address Windowing Extensions (AWE) has been deprecated.   In the next blog post I will discuss the changes to the memory manager DMVs in greater detail.  In future blog posts I will discuss the other changes in greater detail.  

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  • How do I get a rt2800usb wireless device working?

    - by Jii
    My brand new desktop running 13.04 has endless problems with wireless. Dozens of others are flooding forums with reports of the same problems. It worked fine for a few days, then there were a few days where it started having problems sometimes and working sometimes. Now it never works at all. I have 5+ devices all able to connect without any trouble at all, including iPhone, Android phone, 3DS, multiple game consoles, a laptop running windows 7, and even a second desktop machine running Ubuntu 12.04 sitting right behind the 13.04 machine. All other devices have full wireless bars displayed (strong signals). At any moment, one of the following is happening, and it changes randomly: Trying to connect forever, but never establishing a connection. Wireless icon constantly animating. Finds no wireless networks at all. (There are 12+ in range according to other devices.) Will not try to connect to the network. If I use the icon to connect, it will display "Disconnected" within a few seconds. Will continuously ask for the network password. Typing it in correctly does not help. Wireless is working fine. This happens sometimes. It can work for days at a time, or only 10 mins at a time. Various things that usually do nothing but sometimes fix the problem: Reboot. This has the best chance of helping, but it usually takes 5+ times. Disable/re-enable Wi-Fi using the wireless icon. Disable/re-enable Networking using the wireless icon. Use the icon to try and connect to a network (if found). Use the icon to open Edit Connections and delete my connection info, causing it to be recreated (once it's actually found again). Various things that seem to make no difference: Changing between using Linux headers in grub at bootup, between 3.10.0, 3.9.0, or 3.8.0. Move the wireless router very close to the desktop. Running sudo rfkill unblock all (I dunno what this is supposed to do.) I've used Ubuntu for 6 years and I've never had a problem with networking. Now I'm spending all my time reading through endless problem reports and trying all the answers. None of them have helped. I am doing this instead of getting work done, which is defeating the whole purpose of using Ubuntu. It's heartbreaking to be honest. In the current state of "no networks are showing up", here are outputs from the random things that other people are usually asked to run: lspic 00:00.0 Host bridge: Intel Corporation Haswell DRAM Controller (rev 06) 00:01.0 PCI bridge: Intel Corporation Haswell PCI Express x16 Controller (rev 06) 00:14.0 USB controller: Intel Corporation Lynx Point USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation Lynx Point MEI Controller #1 (rev 04) 00:19.0 Ethernet controller: Intel Corporation Ethernet Connection I217-V (rev 04) 00:1a.0 USB controller: Intel Corporation Lynx Point USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation Lynx Point High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation Lynx Point PCI Express Root Port #1 (rev d4) 00:1c.2 PCI bridge: Intel Corporation 82801 PCI Bridge (rev d4) 00:1d.0 USB controller: Intel Corporation Lynx Point USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation Lynx Point LPC Controller (rev 04) 00:1f.2 SATA controller: Intel Corporation Lynx Point 6-port SATA Controller 1 [AHCI mode] (rev 04) 00:1f.3 SMBus: Intel Corporation Lynx Point SMBus Controller (rev 04) 01:00.0 VGA compatible controller: NVIDIA Corporation GF119 [GeForce GT 610] (rev a1) 01:00.1 Audio device: NVIDIA Corporation GF119 HDMI Audio Controller (rev a1) 03:00.0 PCI bridge: ASMedia Technology Inc. ASM1083/1085 PCIe to PCI Bridge (rev 03) lsmod Module Size Used by e100 41119 0 nls_iso8859_1 12713 1 parport_pc 28284 0 ppdev 17106 0 bnep 18258 2 rfcomm 47863 12 binfmt_misc 17540 1 arc4 12573 2 rt2800usb 27201 0 rt2x00usb 20857 1 rt2800usb rt2800lib 68029 1 rt2800usb rt2x00lib 55764 3 rt2x00usb,rt2800lib,rt2800usb coretemp 13596 0 mac80211 656164 3 rt2x00lib,rt2x00usb,rt2800lib kvm_intel 138733 0 kvm 452835 1 kvm_intel cfg80211 547224 2 mac80211,rt2x00lib crc_ccitt 12707 1 rt2800lib ghash_clmulni_intel 13259 0 aesni_intel 55449 0 usb_storage 61749 1 aes_x86_64 17131 1 aesni_intel joydev 17613 0 xts 12922 1 aesni_intel nouveau 1001310 3 snd_hda_codec_hdmi 37407 1 lrw 13294 1 aesni_intel gf128mul 14951 2 lrw,xts mxm_wmi 13021 1 nouveau snd_hda_codec_realtek 46511 1 ablk_helper 13597 1 aesni_intel wmi 19256 2 mxm_wmi,nouveau snd_hda_intel 44397 5 ttm 88251 1 nouveau drm_kms_helper 49082 1 nouveau drm 295908 5 ttm,drm_kms_helper,nouveau snd_hda_codec 190010 3 snd_hda_codec_realtek,snd_hda_codec_hdmi,snd_hda_intel cryptd 20501 3 ghash_clmulni_intel,aesni_intel,ablk_helper snd_hwdep 13613 1 snd_hda_codec snd_pcm 102477 3 snd_hda_codec_hdmi,snd_hda_codec,snd_hda_intel btusb 18291 0 snd_page_alloc 18798 2 snd_pcm,snd_hda_intel snd_seq_midi 13324 0 i2c_algo_bit 13564 1 nouveau snd_seq_midi_event 14899 1 snd_seq_midi snd_rawmidi 30417 1 snd_seq_midi snd_seq 61930 2 snd_seq_midi_event,snd_seq_midi bluetooth 251354 22 bnep,btusb,rfcomm snd_seq_device 14497 3 snd_seq,snd_rawmidi,snd_seq_midi lpc_ich 17060 0 snd_timer 29989 2 snd_pcm,snd_seq mei 46588 0 snd 69533 20 snd_hda_codec_realtek,snd_hwdep,snd_timer,snd_hda_codec_hdmi,snd_pcm,snd_seq,snd_rawmidi,snd_hda_codec,snd_hda_intel,snd_seq_device psmouse 97838 0 microcode 22923 0 soundcore 12680 1 snd video 19467 1 nouveau mac_hid 13253 0 serio_raw 13215 0 lp 17799 0 parport 46562 3 lp,ppdev,parport_pc hid_generic 12548 0 usbhid 47346 0 hid 101248 2 hid_generic,usbhid ahci 30063 3 libahci 32088 1 ahci e1000e 207005 0 ptp 18668 1 e1000e pps_core 14080 1 ptp sudo lshw -c network 00:00.0 Host bridge: Intel Corporation Haswell DRAM Controller (rev 06) 00:01.0 PCI bridge: Intel Corporation Haswell PCI Express x16 Controller (rev 06) 00:14.0 USB controller: Intel Corporation Lynx Point USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation Lynx Point MEI Controller #1 (rev 04) 00:19.0 Ethernet controller: Intel Corporation Ethernet Connection I217-V (rev 04) 00:1a.0 USB controller: Intel Corporation Lynx Point USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation Lynx Point High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation Lynx Point PCI Express Root Port #1 (rev d4) 00:1c.2 PCI bridge: Intel Corporation 82801 PCI Bridge (rev d4) 00:1d.0 USB controller: Intel Corporation Lynx Point USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation Lynx Point LPC Controller (rev 04) 00:1f.2 SATA controller: Intel Corporation Lynx Point 6-port SATA Controller 1 [AHCI mode] (rev 04) 00:1f.3 SMBus: Intel Corporation Lynx Point SMBus Controller (rev 04) 01:00.0 VGA compatible controller: NVIDIA Corporation GF119 [GeForce GT 610] (rev a1) 01:00.1 Audio device: NVIDIA Corporation GF119 HDMI Audio Controller (rev a1) 03:00.0 PCI bridge: ASMedia Technology Inc. ASM1083/1085 PCIe to PCI Bridge (rev 03) sudo iwconfig eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:on sudo iwlist scan eth0 Interface doesn't support scanning. lo Interface doesn't support scanning. wlan0 No scan results NOTE: This dmesg was done after a reboot where the network manager was continuously displaying the "disconnected" message over and over. So it must have been trying to connect at this time. My network was displayed in the list of options, as the only option despite other devices picking up 12+ access points. The router channel is set to auto. dmesg | tail -30 [ 187.418446] wlan0: associated [ 190.405601] wlan0: disassociated from 00:14:d1:a8:c3:44 (Reason: 15) [ 190.443312] cfg80211: Calling CRDA to update world regulatory domain [ 190.443431] wlan0: deauthenticating from 00:14:d1:a8:c3:44 by local choice (reason=3) [ 190.451635] cfg80211: World regulatory domain updated: [ 190.451643] cfg80211: (start_freq - end_freq @ bandwidth), (max_antenna_gain, max_eirp) [ 190.451648] cfg80211: (2402000 KHz - 2472000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 190.451652] cfg80211: (2457000 KHz - 2482000 KHz @ 20000 KHz), (300 mBi, 2000 mBm) [ 190.451656] cfg80211: (2474000 KHz - 2494000 KHz @ 20000 KHz), (300 mBi, 2000 mBm) [ 190.451659] cfg80211: (5170000 KHz - 5250000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 190.451662] cfg80211: (5735000 KHz - 5835000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 191.824451] wlan0: authenticate with 00:14:d1:a8:c3:44 [ 191.850608] wlan0: send auth to 00:14:d1:a8:c3:44 (try 1/3) [ 191.884604] wlan0: send auth to 00:14:d1:a8:c3:44 (try 2/3) [ 191.886309] wlan0: authenticated [ 191.886579] rt2800usb 3-5.3:1.0 wlan0: disabling HT as WMM/QoS is not supported by the AP [ 191.886588] rt2800usb 3-5.3:1.0 wlan0: disabling VHT as WMM/QoS is not supported by the AP [ 191.889556] wlan0: associate with 00:14:d1:a8:c3:44 (try 1/3) [ 192.001493] wlan0: associate with 00:14:d1:a8:c3:44 (try 2/3) [ 192.040274] wlan0: RX AssocResp from 00:14:d1:a8:c3:44 (capab=0x431 status=0 aid=3) [ 192.044235] wlan0: associated [ 193.948188] wlan0: deauthenticating from 00:14:d1:a8:c3:44 by local choice (reason=3) [ 193.981501] cfg80211: Calling CRDA to update world regulatory domain [ 193.984080] cfg80211: World regulatory domain updated: [ 193.984082] cfg80211: (start_freq - end_freq @ bandwidth), (max_antenna_gain, max_eirp) [ 193.984084] cfg80211: (2402000 KHz - 2472000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 193.984085] cfg80211: (2457000 KHz - 2482000 KHz @ 20000 KHz), (300 mBi, 2000 mBm) [ 193.984085] cfg80211: (2474000 KHz - 2494000 KHz @ 20000 KHz), (300 mBi, 2000 mBm) [ 193.984086] cfg80211: (5170000 KHz - 5250000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 193.984087] cfg80211: (5735000 KHz - 5835000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) The router uses MAC filtering, and security is WPA PSK with cipher as auto. So, any ideas? Or is the solution just to not use 13.04 unless you have a wired connection? (I don't have this option.) If so, please just tell me straight. I survived 9.04 Jaunty, and I can survive 13.04 Raring. Update #1 Results from trying Wild Man's first answer: jii@conan:~$ echo "options rt2800usb nohwcrypt=y" | sudo tee /etc/modprobe.d/rt2800usb.conf options rt2800usb nohwcrypt=y jii@conan:~$ sudo modprobe -rfv rt2800usb rmmod rt2800usb rmmod rt2800lib rmmod crc_ccitt rmmod rt2x00usb rmmod rt2x00lib rmmod mac80211 rmmod cfg80211 jii@conan:~$ sudo modprobe -v rt2800usb insmod /lib/modules/3.10.0-031000-generic/kernel/lib/crc-ccitt.ko insmod /lib/modules/3.10.0-031000-generic/kernel/net/wireless/cfg80211.ko insmod /lib/modules/3.10.0-031000-generic/kernel/net/mac80211/mac80211.ko insmod /lib/modules/3.10.0-031000-generic/kernel/drivers/net/wireless/rt2x00/rt2x00lib.ko insmod /lib/modules/3.10.0-031000-generic/kernel/drivers/net/wireless/rt2x00/rt2800lib.ko insmod /lib/modules/3.10.0-031000-generic/kernel/drivers/net/wireless/rt2x00/rt2x00usb.ko insmod /lib/modules/3.10.0-031000-generic/kernel/drivers/net/wireless/rt2x00/rt2800usb.ko nohwcrypt=y I tried: gksudo gedit /etc/pm/power.d/wireless but I didn't have the package. It said to install gksu. I tried that, but of course, not having Internet, I didn't get the package. So instead I did: sudo gedit /etc/pm/power.d/wireless Which created the file. Here is the body: #!/bin/sh /sbin/iwconfig wlan0 power off I then rebooted. No change. I tried adding exit 0 to the bottom of the wireless file, and rebooted. No change. Please note that this is a desktop machine. I'm assuming power management is primarily for laptops, but the iwconfig does state that power management is on, so who knows. The recommended router changes I did not do, since the current router settings are (I think) required for some of the older devices I have, and because the current settings work on all my modern devices including Ubuntu 12.04 and Windows 7. I do appreciate the advice though, and I'll look into it when I have time. Anything else to try? Update #2 I booted into Ubuntu 12.04.3 from a dvd, and the same problems exist. I have a separate old desktop machine with 12.04 installed that has no wireless problems at all. So obviously the problem is wireless hardware compatibility in both 12.04.03 LTS and 13.04. Update #3 The same problems exist even when using a wired connection. I plugged an ethernet cable directly to the router and the network manager added an "Auto Ethernet" entry, but it cannot establish a connection to it. So the problem is not specific to wireless. Meanwhile, I purchased a Trendnet N300 wireless USB adapter, TEW-664UB. I plugged it in, but I have no idea how to get Ubuntu to try and use it. Can anyone tell me how? Can I download a package on another computer and copy the .deb over to do an install, etc? I'm installing windows 7 to double check that the internet connection works there and it's not just some magically faulty hardware. Thanks for your help.

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  • Linux Device Driver: Symbol "memcpy" not found

    - by Hinton
    Hello, I'm trying to write a Linux device driver. I've got it to work really well, until I tried to use "memcpy". I don't even get a compiler error, when I "make" it just warns me: WARNING: "memcpy" [/root/homedir/sv/main.ko] undefined! OK and when I try to load via insmod, I get on the console: insmod: error inserting './main.ko': -1 Unknown symbol in module and on dmesg: main: Unknown symbol memcpy (err 0) I include the following: #include <linux/module.h> #include <linux/moduleparam.h> #include <linux/init.h> #include <linux/kernel.h> /* printk() */ #include <linux/slab.h> /* kmalloc() */ #include <linux/fs.h> /* everything... */ #include <linux/errno.h> /* error codes */ #include <linux/types.h> /* size_t */ #include <linux/fcntl.h> /* O_ACCMODE */ #include <linux/cdev.h> #include <asm/system.h> /* cli(), *_flags */ #include <asm/uaccess.h> /* copy_*_user */ The function using memcpy: static int dc_copy_to_user(char __user *buf, size_t count, loff_t *f_pos, struct sv_data_dev *dev) { char data[MAX_KEYLEN]; size_t i = 0; /* Copy the bulk as long as there are 10 more bytes to copy */ while (i < (count + MAX_KEYLEN)) { memcpy(data, &dev->data[*f_pos + i], MAX_KEYLEN); ec_block(dev->key, data, MAX_KEYLEN); if (copy_to_user(&buf[i], data, MAX_KEYLEN)) { return -EFAULT; } i += MAX_KEYLEN; } return 0; } Could someone help me? I thought the thing was in linux/string.h, but I get the error just the same. I'm using kernel 2.6.37-rc1 (I'm doing in in user-mode-linux, which works only since 2.6.37-rc1). Any help is greatly appreciated. # Context dependent makefile that can be called directly and will invoke itself # through the kernel module building system. KERNELDIR=/usr/src/linux ifneq ($(KERNELRELEASE),) EXTRA_CFLAGS+=-I $(PWD) -ARCH=um obj-m := main.o else KERNELDIR ?= /lib/modules/$(shell uname -r)/build PWD = $(shell pwd) all: $(MAKE) V=1 ARCH=um -C $(KERNELDIR) M=$(PWD) modules clean: rm -rf Module.symvers .*.cmd *.ko .*.o *.o *.mod.c .tmp_versions *.order endif

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  • Java Security Manager for JRuby

    - by nijikunai
    I'm allowing user supplied ruby code to run in server(java scripting), and since jruby doesn't support safe-levels as in ruby I'm thinking about using java's security manager. Is this a good decision? Has anyone else implemented this? Are there any good articles/books/resources that introduce me to security manager?

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  • hook up resource manager in windows form

    - by peterchen0303
    In Visual Studio 2008, develop legacy windows form (not wpf), I wrote customized resource manager which fetched data from sql server rather than assembly. In windows form, there is property related to language setting. Once I change language, I want to form being updated automatically. Is there any elegant way to hook up my resource manager?

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  • Smartphone Emulator for checking emails are readable

    - by celenius
    Is there an emulator that would enable me to test the appearance of an email as it is being read on a smartphone (without specifying the phone type)? What I would like to be able to do, is to send an email to this emulator, and then scroll down through the email using the emulator. Ive searched online, and any emulators I found are for testing software rather than exploring the visual appearance of email. I'm using Mac OSX - thanks in advance.

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  • NULL pointer dereference in swiotlb_unmap_sg_attrs() on disk IO

    - by Inductiveload
    I'm getting an error I really don't understand when reading or writing files using a PCIe block device driver. I seem to be hitting an issue in swiotlb_unmap_sg_attrs(), which appears to be doing a NULL dereference of the sg pointer, but I don't know where this is coming from, as the only scatterlist I use myself is allocated as part of the device info structure and persists as long as the driver does. There is a stacktrace to go with the problem. It tends to vary a bit in exact details, but it always crashes in swiotlb_unmap_sq_attrs(). I think it's likely I have a locking issue, as I am not sure how to handle the locks around the IO functions. The lock is already held when the request function is called, I release it before the IO functions themselves are called, as they need an (MSI) IRQ to complete. The IRQ handler updates a "status" value, which the IO function is waiting for. When the IO function returns, I then take the lock back up and return to request queue handling. The crash happens in blk_fetch_request() during the following: if (!__blk_end_request(req, res, bytes)){ printk(KERN_ERR "%s next request\n", DRIVER_NAME); req = blk_fetch_request(q); } else { printk(KERN_ERR "%s same request\n", DRIVER_NAME); } where bytes is updated by the request handler to be the total length of IO (summed length of each scatter-gather segment).

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  • The HTG Guide to Using a Bluetooth Keyboard with Your Android Device

    - by Matt Klein
    Android devices aren’t usually associated with physical keyboards. But, since Google is now bundling their QuickOffice app with the newly-released Kit-Kat, it appears inevitable that at least some Android tablets (particularly 10-inch models) will take on more productivity roles. In recent years, physical keyboards have been rendered obsolete by swipe style input methods such as Swype and Google Keyboard. Physical keyboards tend to make phones thick and plump, and that won’t fly today when thin (and even flexible and curved) is in vogue. So, you’ll be hard-pressed to find smartphone manufacturers launching new models with physical keyboards, thus rendering sliders to a past chapter in mobile phone evolution. It makes sense to ditch the clunky keyboard phone in favor of a lighter, thinner model. You’re going to carry around in your pocket or purse all day, why have that extra bulk and weight? That said, there is sound logic behind pairing tablets with keyboards. Microsoft continues to plod forward with its Surface models, and while critics continue to lavish praise on the iPad, its functionality is obviously enhanced and extended when you add a physical keyboard. Apple even has an entire page devoted specifically to iPad-compatible keyboards. But an Android tablet and a keyboard? Does such a thing even exist? They do actually. There are docking keyboards and keyboard/case combinations, there’s the Asus Transformer family, Logitech markets a Windows 8 keyboard that speaks “Android”, and these are just to name a few. So we know that keyboard products that are designed to work with Android exist, but what about an everyday Bluetooth keyboard you might use with Windows or OS X? How-To Geek wanted look at how viable it is to use such a keyboard with Android. We conducted some research and examined some lists of Android keyboard shortcuts. Most of what we found was long outdated. Many of the shortcuts don’t even apply anymore, while others just didn’t work. Regardless, after a little experimentation and a dash of customization, it turns out using a keyboard with Android is kind of fun, and who knows, maybe it will catch on. Setting things up Setting up a Bluetooth keyboard with Android is very easy. First, you’ll need a Bluetooth keyboard and of course an Android device, preferably running version 4.1 (Jelly Bean) or higher. For our test, we paired a second-generation Google Nexus 7 running Android 4.3 with a Samsung Series 7 keyboard. In Android, enable Bluetooth if it isn’t already on. We’d like to note that if you don’t normally use Bluetooth accessories and peripherals with your Android device (or any device really), it’s best practice to leave Bluetooth off because, like GPS, it drains the device’s battery more quickly. To enable Bluetooth, simply go to “Settings” -> “Bluetooth” and tap the slider button to “On”. To set up the keyboard, make sure it is on and then tap “Bluetooth” in the Android settings. On the resulting screen, your Android device should automatically search for and hopefully find your keyboard. If you don’t get it right the first time, simply turn the keyboard on again and then tap “Search for Devices” to try again. If it still doesn’t work, make sure you have fresh batteries and the keyboard isn’t paired to another device. If it is, you will need to unpair it before it will work with your Android device (consult your keyboard manufacturer’s documentation or Google if you don’t know how to do this). When Android finds your keyboard, select it under “Available Devices” … … and you should be prompted to type in a code: If successful, you will see that device is now “Connected” and you’re ready to go. If you want to test things out, try pressing the “Windows” key (“Apple” or “Command”) + ESC, and you will be whisked to your Home screen. So, what can you do? Traditional Mac and Windows users know there’s usually a keyboard shortcut for just about everything (and if there isn’t, there’s all kinds of ways to remap keys to do a variety of commands, tasks, and functions). So where does Android fall in terms of baked-in keyboard commands? There answer to that is kind of enough, but not too much. There are definitely established combos you can use to get around, but they aren’t clear and there doesn’t appear to be any one authority on what they are. Still, there is enough keyboard functionality in Android to make it a viable option, if only for those times when you need to get something done (long e-mail or important document) and an on-screen keyboard simply won’t do. It’s important to remember that Android is, and likely always will be a touch-first interface. That said, it does make some concessions to physical keyboards. In other words, you can get around Android fairly well without having to lift your hands off the keys, but you will still have to tap the screen regularly, unless you add a mouse. For example, you can wake your device by tapping a key rather than pressing its power button. However, if your device is slide or pattern-locked, then you’ll have to use the touchscreen to unlock it – a password or PIN however, works seamlessly with a keyboard – other things like widgets and app controls and features, have to be tapped. You get the idea. Keyboard shortcuts and navigation As we said, baked-in keyboard shortcut combos aren’t necessarily abundant nor apparent. The one thing you can always do is search. Any time you want to Google something, start typing from the Home screen and the search screen will automatically open and begin displaying results. Other than that, here is what we were able to figure out: ESC = go back CTRL + ESC = menu CTRL + ALT + DEL = restart (no questions asked) ALT + SPACE = search page (say “OK Google” to voice search) ALT + TAB (ALT + SHIFT + TAB) = switch tasks Also, if you have designated volume function keys, those will probably work too. There’s also some dedicated app shortcuts like calculator, Gmail, and a few others: CMD + A = calculator CMD + C = contacts CMD + E = e-mail CMD + G = Gmail CMD + L = Calendar CMD + P = Play Music CMD + Y = YouTube Overall, it’s not a long comprehensive list and there’s no dedicated keyboard combos for the full array of Google’s products. Granted, it’s hard to imagine getting a lot of mileage out of a keyboard with Maps but with something like Keep, you could type out long, detailed lists on your tablet, and then view them on your smartphone when you go out shopping. You can also use the arrow keys to navigate your Home screen over shortcuts and open the app drawer. When something on the screen is selected, it will be highlighted in blue. Press “Enter” to open your selection. Additionally, if an app has its own set of shortcuts, e.g. Gmail has quite a few unique shortcuts to it, as does Chrome, some – though not many – will work in Android (not for YouTube though). Also, many “universal” shortcuts such as Copy (CTRL + C), Cut (CTRL + X), Paste (CTRL + V), and Select All (CTRL + A) work where needed – such as in instant messaging, e-mail, social media apps, etc. Creating custom application shortcuts What about custom shortcuts? When we were researching this article, we were under the impression that it was possible to assign keyboard combinations to specific apps, such as you could do on older Android versions such as Gingerbread. This no long seems to be the case and nowhere in “Settings” could we find a way to assign hotkey combos to any of our favorite, oft-used apps or functions. If you do want custom keyboard shortcuts, what can you do? Luckily, there’s an app on Google Play that allows you to, among other things, create custom app shortcuts. It is called External Keyboard Helper (EKH) and while there is a free demo version, the pay version is only a few bucks. We decided to give EKH a whirl and through a little experimentation and finally reading the developer’s how-to, we found we could map custom keyboard combos to just about anything. To do this, first open the application and you’ll see the main app screen. Don’t worry about choosing a custom layout or anything like that, you want to go straight to the “Advanced settings”: In the “Advanced settings” select “Application shortcuts” to continue: You can have up to 16 custom application shortcuts. We are going to create a custom shortcut to the Facebook app. We choose “A0”, and from the resulting list, Facebook. You can do this for any number of apps, services, and settings. As you can now see, the Facebook app has now been linked to application-zero (A0): Go back to the “Advanced settings” and choose “Customize keyboard mappings”: You will be prompted to create a custom keyboard layout so we choose “Custom 1”: When you choose to create a custom layout, you can do a great many more things with your keyboard. For example, many keyboards have predefined function (Fn) keys, which you can map to your tablet’s brightness controls, toggle WiFi on/off, and much more. A word of advice, the application automatically remaps certain keys when you create a custom layout. This might mess up some existing keyboard combos. If you simply want to add some functionality to your keyboard, you can go ahead and delete EKH’s default changes and start your custom layout from scratch. To create a new combo, select “Add new key mapping”: For our new shortcut, we are going to assign the Facebook app to open when we key in “ALT + F”. To do this, we press the “F” key while in the “Scancode” field and we see it returns a value of “33”. If we wanted to use a different key, we can press “Change” and scan another key’s numerical value. We now want to assign the “ALT” key to application “A0”, previously designated as the Facebook app. In the “AltGr” field, we enter “A0” and then “Save” our custom combo. And now we see our new application shortcut. Now, as long as we’re using our custom layout, every time we press “ALT + F”, the Facebook app will launch: External Keyboard Helper extends far beyond simple application shortcuts and if you are looking for deeper keyboard customization options, you should definitely check it out. Among other things, EKH also supports dozens of languages, allows you to quickly switch between layouts using a key or combo, add up to 16 custom text shortcuts, and much more! It can be had on Google Play for $2.53 for the full version, but you can try the demo version for free. More extensive documentation on how to use the app is also available. Android? Keyboard? Sure, why not? Unlike traditional desktop operating systems, you don’t need a physical keyboard and mouse to use a mobile operating system. You can buy an iPad or Nexus 10 or Galaxy Note, and never need another accessory or peripheral – they work as intended right out of the box. It’s even possible you can write the next great American novel on one these devices, though that might require a lot of practice and patience. That said, using a keyboard with Android is kind of fun. It’s not revelatory but it does elevate the experience. You don’t even need to add customizations (though they are nice) because there are enough existing keyboard shortcuts in Android to make it usable. Plus, when it comes to inputting text such as in an editor or terminal application, we fully advocate big, physical keyboards. Bottom line, if you’re looking for a way to enhance your Android tablet, give a keyboard a chance. Do you use your Android device for productivity? Is a physical keyboard an important part of your setup? Do you have any shortcuts that we missed? Sound off in the comments and let us know what you think.     

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  • Can the update manager download only a single package at a time?

    - by SaultDon
    I need the update manager to only download a single package at a time and not try to download multiple packages at once. My slow internet cannot handle multiple connections; slows the download to a crawl and some packages will reset themselves halfway through when they time-out. EDIT When using apt-get update multiple repositories get checked: When using apt-get upgrade multiple packages are downloaded:

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  • Which terminal emulator do you use? Why?

    - by jmissao
    I use Rxvt-unicode, only because I don't use a DE (just xmonad). It works fine with what I need (screen, irssi and vim), and it is fairly light. Previously I used eterm, but I found it a bit heavy. So, What's your preference when it comes to terminal emulators? Gnome-terminal? xterm? Why?

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  • How to design a scriptable communication emulator?

    - by Hawk
    Requirement: We need a tool that simulates a hardware device that communicates via RS232 or TCP/IP to allow us to test our main application which will communicate with the device. Current flow: User loads script Parse script into commands User runs script Execute commands Script / commands (simplified for discussion): Connect RS232 = RS232ConnectCommand Connect TCP/IP = TcpIpConnectCommand Send data = SendCommand Receive data = ReceiveCommand Disconnect = DisconnectCommand All commands implement the ICommand interface. The command runner simply executes a sequence of ICommand implementations sequentially thus ICommand must have an Execute exposure, pseudo code: void Execute(ICommunicator context) The Execute method takes a context argument which allows the command implementations to execute what they need to do. For instance SendCommand will call context.Send, etc. The problem RS232ConnectCommand and TcpIpConnectCommand needs to instantiate the context to be used by subsequent commands. How do you handle this elegantly? Solution 1: Change ICommand Execute method to: ICommunicator Execute(ICommunicator context) While it will work it seems like a code smell. All commands now need to return the context which for all commands except the connection ones will be the same context that is passed in. Solution 2: Create an ICommunicatorWrapper (ICommunicationBroker?) which follows the decorator pattern and decorates ICommunicator. It introduces a new exposure: void SetCommunicator(ICommunicator communicator) And ICommand is changed to use the wrapper: void Execute(ICommunicationWrapper context) Seems like a cleaner solution. Question Is this a good design? Am I on the right track?

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  • Game testing on Android - emulator or real devices?

    - by n00bfuscator
    I am working at a localization agency and we have been approached by a client about testing their games on iOS as well as Android. Testing on iOS seems fairly easy as we can just buy a couple of devices and we should be covered. For Android it seems to be completely different. From what i found, the emulator can cover all API levels, screen sizes and such, but i hear it's buggy and nothing could replace testing on real devices. With the vast amount of Android devices out there and the rate at which new devices are released it seems impossible to keep up. How can i test games (localization and functional) on Android covering all compatible devices?

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  • Virtual Machine Manager Error - Error determing default hypervisor

    - by dallasclark
    I have Fedora 11 and trying to get Xen working (which I think it is already) but the Virtual Machine Manager cannot find the hypervisor. When starting Virtual Machine Manager, I receive the following error Error determining default hypervisor. Could not populate a default connection. Make sure the appropriate virtualization packages are installed (kvm, qemu, etc.) and that libvirtd has been restarted to notice the change. A hypervisor connection can be manually added via File - Add Connection I've restarted libvirtd a few times and tried connecting manually but can't work it out. Some useful information: # lsof | grep xen libvirtd 2962 root mem REG 253,0 19776 13379 /usr/lib/libxenstore.so.3.0.0 # service libvirtd status libvirtd (pid 2962) is running...

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  • "Mem Usage" higher than "VM Size" in WinXP Task Manager

    - by Frederick
    In my Windows XP Task Manager, some processes display a higher value in the Mem Usage column than the VMSize. My Firefox instance, for example shows 111544 K as mem usage and 100576 K as VMSize. According to the help file of Task Manager Mem Usage is the working set of the process and VMSize is the committed memory in the Virtual address space. My question is, if the number of committed pages for a process is A and the number of pages in physical memory for the same process is B, shouldn't it always be B = A? Isn't the number of pages in physical memory per process a subset of the committed pages? Or is this something to do with sharing of memory among processes? Please explain. (Perhaps my definition of 'Working Set' is off the mark). Thanks.

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  • Blackberry custom slideshow-style BitmapField manager

    - by Diego Tori
    Right now, I'm trying to figure out how to implement the following: Suppose I have a custom Manager that has about 10 or so BitmapFields layed out in a horizontal manner (similar to a slideshow contained in a HFM ) . What I want to achieve is to be able to move the image HFM via touchEvent horizontally, where a BitmapField would take focus on the left-hand side of the custom Manager. In other words, will I have to give a value to setHorizontalScroll and if so, is it a matter of just incrementing that value when the user makes a left or right touch event. Also, how can I get the focus of a Field within a given position on the screen (i.e. the left-most Field on the HFM) when the HFM is scrolling sideways via touchEvent?

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  • Caching for a Custom Repositiory Adapter for WebSphere Portal Virtual Member Manager

    - by Spike Williams
    I'm looking at writing a custom repository adapter to interact with Virtual Member Manager on WebSphere Portal 6.1. Basically, its a layer that takes a request in the form of a commonj.sco.DataObject and passes that on to an external web service, to get various information on our logged in users that is not otherwise available in LDAP. I'm concerned about the performance hit of going to a service every time we want to pull some permission from the back end. My question is, can the Virtual Member Manager handle caching of data going in and out of the custom repository adapters, or is that something I'm going to have to build into the adapter myself?

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  • Windows 8 Task Manager

    - by Daniel Moth
    If you are a user of Task Manager (btw, make sure you've read my Task Manager shortcut tips), you must read the blog post on the overhaul coming to Task Manager in Windows 8 – coo stuff! Also, long time readers of my blog will know that back in 2008 I wrote about Windows Vista and Windows 7 number_of_cores support, and in 2009 I shared a widely borrowed screenshot of Task Manager from one of our 128-core machines. So I was excited to just read on the Windows 8 blog that Windows 8 will support up to 640 cores. They shared a screenshot of a 160-core machine, so there goes my record ;-) Comments about this post by Daniel Moth welcome at the original blog.

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  • SCSI direct-access device appears as multiple lun's

    - by unixdj
    I have a similarly described problem to this question: http://superuser.com/questions/90181/same-scsi-drive-appears-multiple-times-on-the-controller-list where a SCSI direct-access device appears as multiple lun's, when it should only be one. The device is a SCSI-1 device, the SCSI controller card is an Adaptec AHA-7850 (rev 03), and system is PC / Linux 2.6. This device worked fine with RHEL4, and appeared as a single device / lun when the OS booted, but I've just tried plugging the device into a newer Linux disto (CentOS 5.4) and it now sees the device as 8 luns; with consequently 8 device files /dev/sgb to /dev/sgi. Any clues of how to figure out where the problem / fix is, would be great.

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  • Project Management, Developer being project managers manager

    - by marabutt
    I am in the planning stages of a project and am looking to hire a project manager. I want be doing some coding and keeping an eye on all parts of the project but feel a project manager will get better results than I could. I can project manage the project and not code and hire another coder or code myself and hire a project manager. I am worried that the project manager will fell impeded by having the project owner as part of the development team. If I run the project, the team might fall apart causing the project to fail. To stick within budget, I have to be involved in one capacity or another. Does anyone have experience with this situation or suggestions?

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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