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  • How can I tell which laptop touch-screens work well with a stylus (for drawing/taking notes)?

    - by BlueRaja
    I'm looking for a laptop with a touch-screen and stylus for drawing/note-taking. I've read the difference between the different kinds of styluses, but that's only half the story - what about the touch-screen? How do I know if the touch-screen supports "palm-rejection"? Or if the included stylus is a capacitive stylus or a "Wacom digitizer"? Or if the screen will even support Wacom? How can I tell how accurate the touch-screen is (from my testing, some definitely seem to have higher "resolution" than others)? Is there anything else I should be looking at? I don't see any of this information on, for instance, the Newegg specs page for a laptop.

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  • Windows 7 startup problem

    - by elaine
    I purchased a computer a few weeks ago which runs on Windows 7. I was just watching a show on Hulu when it shut off. I don't know if I accidently pushed the power button with the keyboard or what. When I turned it back on my first screen says F5 key for HDD recovery. I pressed the F5 button and the screen goes to a Windows setup (EMS enabled) screen which then goes to my regular Starting Windows. After that one I get the box with x:/windows/system32/cmd.exe-startnent.cmd. If I don't press the F5 button I go to a screen which tells me Windows failed to start, a recent hardware or software change might be the cause. It gives me two options- Launch Setup REpair(recommended) or start Windows normally. I've pressed enter to choose the first choice but it does nothing but brings me to the same screen. Anyone have any ideas?

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  • How do I render an entire frame to a Texture2D?

    - by redcodefinal
    I asked a question here: C# XNA Make rendered screen a texture2d But, I ended up not getting the exact result I was looking for since I didn't ask the question right. In a game I am writing, I render an extremely large city out of objects, this can cause lag when moving the camera to view things that are off screen. I need a way to render then ENTIRE city, even the stuff that is off screen, and make it into a Texture2D. The answer I chose for the last one didn't work entirely right because it only gets what is on screen, not what is off.

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  • SnagIt

    A feature-laden screen capture tool for easily copying and sharing any image, text, or video

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  • Disposing of ContentManager increases memory usage

    - by Havsmonstret
    I'm trying to wrap my head around how memory management works in XNA 4.0 I've created a screen management test and when I close a screen, the ContentManager created by that screen is unloaded. I have used ANTS Memory Manager to look at how the memory usage is altered when I do this, and it gives me some results which makes me scratch my head. The game starts with loading two textures (435kB and 48,3kB) which puts the usage at about 61MB. Then, when I delete the screen and runs Unload on the ContentManager, the memory usage drops to 56,5MB but instantly after goes up to 64,8MB. Am I doing something wrong or is this usual for XNA games? Do I have to dispose of everything the ContentManager loads seperatly or do I need to do something more to the ContentManager? Thanks in advance!

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  • Ubuntu Screenshot Window Class

    - by Weylin Schreck
    I would like to know the class for the "thing" that pops up when you take a screen shot using the default screen capture utility in Ubuntu 12.04. When I do a full screen capture it lags a lot because of particular animation I use to open things like drop down menus. Therefore I’d like to disable that only. If someone could provide me with the window "class=" or however I would disable the animation there it would be greatly appreciated.

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  • What's wrong with this answer? [migrated]

    - by MikeLJ
    I wrote an answer to this question, but I can't post it even though it's not opinion based. which tile size to choice for 16-bits What's wrong with my answer? The Answer: I'll use these classic 16-bit consoles as reference: http://en.wikipedia.org/wiki/History_of_video_game_consoles_(fourth_generation) Super Nintendo: Max Resolution: 512x478 Sprites On Screen: 128 Max Sprite Size: 8×8. TurboGrafx-16: Max Resolution: 565x242 "Normal" resolution: 256×239 Sprites On Screen: 64 Max Sprite Sizes: 32×64 Neo Geo: Display resolution: 320×224 "Normal" Resolution: 304x224 Sprites on screen: 380 Max Sprite Size: 16x512

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  • SDL blitting multiple surfaces at once

    - by extropic_engine
    I'm trying to write a platforming game where the sprites for the level backgrounds are broken up into 512x512 chunks. I keep 3 chunks in memory at a time and I'm trying to write code to blit all three to the screen. Here is the current code I have: SDL_Rect where; where.y = -game->camera->y; where.x = -game->camera->x - MAP_WIDTH; SDL_BlitSurface(left_chunk, NULL, screen, &where); where.x = -game->camera->x; SDL_BlitSurface(center_chunk, NULL, screen, &where); where.x = -game->camera->x + MAP_WIDTH; SDL_BlitSurface(right_chunk, NULL, screen, &where); The issue I'm running into is that whichever chunk gets blitted first is the only one that shows up. The rest fail to appear onscreen. I think the issue might have something to do with alpha transparency, but even if the chunks don't overlap at all they still fail to blit. In other parts of the code I'm blitting multiple things to the screen at once, such as characters and backgrounds, and they all show up correctly. This particular segment of code is the only area I'm encountering this problem. If I comment out the line that blits left_chunk, it changes to this:

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  • Problem with Nvidia after update

    - by user214673
    After adding the most recent set of updates, I can't get into Ubuntu at all. I get a screen saying that I am running in low-graphics mode, 'your screen, graphics card and input device settings could not be detected correctly etc'. I can hit return and then get to the next screen saying 'what would you like to do?' however, i can't choose from the 4 options, the only keystroke that will register is escape, which takes me to a black screen with a login. I have an Nvidia GeForce 7050/nForce 610i and it has caused problems in the past, but I have always got round it by choosing to boot in recovery mode. Now, no matter which version I try to boot into I can't get into Ubuntu at all.

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  • MVC Can the model know ANYTHING about the view?

    - by AwDogsGo2Heaven
    I'm working on a game, and without getting into any details I am using MVC "patterns", "rules" or whatever you want to call it to make the game. The view includes everything needed to draw things on the screen, the controller passes input to the model. And the Model contains game logic. Here's my problem, the game is being made for mobile devices that vary in screen sizes. I feel my model needs to know the view size so it can appropriately adjust for it. I've thought about it for a while I could put all the adjustments in the view, but it just seems inefficient to translate the model positioning to the view's needed positioning every time. If the model knows the size it only needed to adjust itself once. So my question is can I pass the view size to the model without 'breaking' MVC? I feel personally they are still decoupled this way because a size is just a number, I could still change the view any time as long as it has a size. But I wanted to get a community response on this because I haven't seen many discussions of MVC being used in a game. (And to be clear I don't want an answer of why I shouldn't use it in a game, but do I break MVC by letting it know the view's size) EDIT - More details on the game's needs and why I wanted to pass the view. Some objects positions need to be set relative to the edge of the screen (such as UI elements) so that they appear relatively in the same place. Sprite sizes are not stretched if the window size is wider such as an IPhone 5 screen. They will just be placed relatively to the screen edge. .If I gave it to the view to handle this, I will need a flag saying that this element is positioned say x number of pixels from TOP BOTTOM RIGHT LEFT. Then allow the view to draw it with that information. Its acceptable, I just wanted to know if there was a better way while still being MVC because it seems this way will be repeating a logic over and over, where as if I knew the view size in the model, I could convert all the relative positions into absolute positions in one run, but with this I have to convert on every update to the screen.

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  • Using a UITextView in a UITableViewCell with a UIKeyboard

    - by Luther Baker
    I have a simple UITableView that has two cells. Cell 0:0 consists of a UITextField we'll call the title and Cell 0:1 consists of a UITextView we'll simply call a note. Cell 0:0 (the text field) is a standard size, one row cell. I'm therefore trying to fill the rest of the screen up with Cell 0:1 so I return a larger height for it. This all displays just fine and I'm using most of the iPhone real estate pretty efficiently at this point. Now, when a user wants to edit one of these cells, he need only click in the appropriate textfield or textview. If a user clicks in the textfield of Cell 0:0, all is well and the keyboard slides up from the bottom. My problem occurs when a user clicks into the the textview (Cell 0:1). No matter what I try, the UITableView wants to slide the entire table view up and that generally put the UITextView in Cell 0:1 halfway out of sight. What I want to do is two fold, I'm registered for when the keyboard will appear and in that method, I'd like to shrink the UITextView in Cell 0:1 as well as shrink the UITableViewCell itself so that the keyboard doesn't have to be smart and think it has to slide the UITableViewCell into view. Unfortunately, no matter what I try, the UITableView slides up. I just want the UITableView to stand still and I want the cell to animate up/shorter with the keyboard. It appears that, by the time the keyboard is actually animating into the screen - it is to late to adjust the cell size. The UIKit has already made up it's mind that it is going to scroll the UITableView.

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  • Correct way to import Blueprint's ie.css via DotLess in a Spark view

    - by Chris F
    I am using the Spark View Engine for ASP.NET MVC2 and trying to use Blueprint CSS. The quick guide to Blueprint says to add links to the css files like so: <link rel="stylesheet" href="blueprint/screen.css" type="text/css" media="screen, projection"> <link rel="stylesheet" href="blueprint/print.css" type="text/css" media="print"> <!--[if lt IE 8]><link rel="stylesheet" href="blueprint/ie.css" type="text/css" media="screen, projection"><![endif]--> But I'm using DotLess and wish to simplify Blueprint as suggested here. So I'm doing this in my site.less (which gets compiled to site.min.css by Chirpy): @import "screen.css"; #header { #title { .span-10; .column; } } ... Now my site can just reference site.min.css and it includes blueprint's screen.css, which includes my reset. I can also tack on an @import "print.css" after my @import "screen.css" if desired. But now, I'm trying to figure out the best way to bring in the ie.css file to have Blueprint render correctly in IE6 & IE7. In my Spark setup, I have a partial called _Styles.spark that is brought into the Application.spark and is passed a view model that includes the filenames for all stylesheets to include (and an HtmlExtension to get the full path) and they're added using an "each" iterator. <link each="var styleSheet in Model.Styles" href="${Html.Stylesheet(styleSheet)}" rel="stylesheet" type="text/css" media="all"/> Should I simply put this below the above line in my _Styles.spark file? <!--[if lt IE 8]><link rel="stylesheet" href="${Html.Stylesheet("ie.css")}" type="text/css" media="screen, projection"><![endif]--> Will Spark even process it because it's surrounded by a comment?

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  • Blackberry horizontal scroll in bottom menu bar

    - by Dachmt
    Hi, I have a MainScreen that has an overlay menu at the bottom of the screen, over a map. To do that, I have an MenuHoster (extends HorizontalFieldManager) that takes all width of the screen, 45px height and at the bottom of the screen. It overlays a map. In my MenuHoster, and add another HorizontalFieldManager that has a background image (my menu bar image) and focusable buttons. I have too many buttons to be all in my screen, so I want to an horizontal screen. When I create my second HorizontalFieldManager that hosts the buttons, I define the Manager.HORIZONTAL_SCROLL as style. My buttons are focusable, but nothing happens... The focus change to the next buttons but my HorizontalFieldManager does not scroll... I tried putting the same parameter in my MenuHoster HorizontalFieldManager, the scroll is working but all my screen goes right or left, and I want only the content of my menu bar... So there is my map and my menu going left, my buttons at the bottom and the rest of the screen white. Any idea why my second HorizontalFieldManager hosting the buttons does not scoll? Thank you!

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  • USB Barcode Scanner and WM_KEYDOWN

    - by Bryce Fischer
    I am trying to write a program that can will read a barcode scanner. In addition, I need it to read the input even when the application is not the window in focus (i.e., running in system tray, etc). I found this article, titled Distinguishing Barcode Scanners from the Keyboard in WinForms, that seems to solve the exact problem. It is working pretty good, it detects my device and handles the WM_INPUT message. However, it is checking to see if the RAWINPUT.keyboard.Message is WM_KEYDOWN (0x100). It never seems to receive this. The only line of code I've altered in the code provided in the article is adding a Console.Out.WriteLine to output the actual values of that message: Console.Out.WriteLine("message: {0}", raw.keyboard.Message.ToString("X")); if (raw.keyboard.Message == NativeMethods.WM_KEYDOWN) { .... Here is what it outputs: message: B message: 1000B message: 3 message: 10003 message: 8 message: 10008 message: 3 message: 10003 message: 5 message: 10005 message: 3 message: 10003 message: 8 message: 10008 message: 8 message: 10008 message: 4 message: 10004 message: 9 message: 10009 message: 9 message: 10009 message: 3 message: 10003 The value I'm expecting to receive when this completes correctly is: 257232709 Which I verified by scanning to notepad. I don't know if the Operation System is relevant here, but I figured I should mention that I'm running this in Windows 7 64 and Visual Studio 2010 and .NET Framework 3.5. Scanner is a USB Barcode Scanner, Symbol LS2208, setup as "HID KEYBOARD EMULATION"

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  • Qt::X11BypassWindowManagerHint functionality on Windows

    - by Hector
    Hi I'm currently developing a cross-plataform virtual keyboard. In linux i was able to do whatever i want, but in Windows i'm having problems to prevent the widget to obtain the keyboard focus. In linux, using the window flag Qt::X11BypassWindowManagerHint the widget never gets the keyboard input, but of course, that flag does not work on Windows Is there something equivalent to that flag or some method i can use instead? any ideas would be appreciated thanks in advance

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  • Android: How to get a custom view to redraw partially?

    - by Peterdk
    I have a custom view that fills my entire screen. (A piano keyboard) When a user touches the key, it would cause a invalidate() to be called and the whole keyboard gets redrawn to show the new state with a touched key. Currently the view is very simple, but I plan to add a bit more nice graphics. Since the whole keyboard is dynamically rendered this would make redrawing the entire keyboard more expensive. So I thought, let's look into partial redrawing. Now I call invalidate(Rect dirty) with the correct dirty region. I set my onDraw(Canvas canvas) method to only draw the keys in the dirty region if I do indeed want a partial redraw. This results in those keys being drawn, but the rest of the keyboard is totally black/not drawn at all. Am I wrong in expecting that calling invalidate(Rect dirty) would "cache" the current canvas, and only "allows" drawing in the dirty region? Is there any way I can achieve what I want? (A way to "cache" the canvas and only redraw the dirty area?"

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  • how do I copy UITextField data into a UILabel

    - by orangecl4now
    I have a textfield and a label. When you touch the textfield, the keyboard appears In IB, the textfield's properties are Keyboard: ASCII Capable Return Key: Done I wired the IBOutlet to the label and the textfield. How do I get the keyboard to go away when I'm done entering text. How do I get to copy the text to the UIlabel? thanks

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  • UIKeyboard slides from wrong coordinates when in landscape, why?

    - by Horatiu Paraschiv
    Hi I have an app that starts in Landscape Right mode. When I tap a textField the keyboard should slide up, however first time when the keyboard slides it slides from the right (where the home button is). After that it slides up and down as expected. So only the first time when I call the keyboard in it comes from where it would come if the app would be in portrait mode. Does anyone know how can I fix this?

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  • Global keylogger in Java

    - by Manish
    I'm writing an application which monitors the person’s mouse and keyboard. If they have not used the keyboard or mouse for 1 minute, it should pops up a message which says “You have not used the mouse or keyboard for 1 minute” and an OK button. How do I do this in Java?

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  • C# MultiThread Safe Class Design

    - by Robert
    I'm trying to designing a class and I'm having issues with accessing some of the nested fields and I have some concerns with how multithread safe the whole design is. I would like to know if anyone has a better idea of how this should be designed or if any changes that should be made? using System; using System.Collections; namespace SystemClass { public class Program { static void Main(string[] args) { System system = new System(); //Seems like an awkward way to access all the members dynamic deviceInstance = (((DeviceType)((DeviceGroup)system.deviceGroups[0]).deviceTypes[0]).deviceInstances[0]); Boolean checkLocked = deviceInstance.locked; //Seems like this method for accessing fields might have problems with multithreading foreach (DeviceGroup dg in system.deviceGroups) { foreach (DeviceType dt in dg.deviceTypes) { foreach (dynamic di in dt.deviceInstances) { checkLocked = di.locked; } } } } } public class System { public ArrayList deviceGroups = new ArrayList(); public System() { //API called to get names of all the DeviceGroups deviceGroups.Add(new DeviceGroup("Motherboard")); } } public class DeviceGroup { public ArrayList deviceTypes = new ArrayList(); public DeviceGroup() {} public DeviceGroup(string deviceGroupName) { //API called to get names of all the Devicetypes deviceTypes.Add(new DeviceType("Keyboard")); deviceTypes.Add(new DeviceType("Mouse")); } } public class DeviceType { public ArrayList deviceInstances = new ArrayList(); public bool deviceConnected; public DeviceType() {} public DeviceType(string DeviceType) { //API called to get hardwareIDs of all the device instances deviceInstances.Add(new Mouse("0001")); deviceInstances.Add(new Keyboard("0003")); deviceInstances.Add(new Keyboard("0004")); //Start thread CheckConnection that updates deviceConnected periodically } public void CheckConnection() { //API call to check connection and returns true this.deviceConnected = true; } } public class Keyboard { public string hardwareAddress; public bool keypress; public bool deviceConnected; public Keyboard() {} public Keyboard(string hardwareAddress) { this.hardwareAddress = hardwareAddress; //Start thread to update deviceConnected periodically } public void CheckKeyPress() { //if API returns true this.keypress = true; } } public class Mouse { public string hardwareAddress; public bool click; public Mouse() {} public Mouse(string hardwareAddress) { this.hardwareAddress = hardwareAddress; } public void CheckClick() { //if API returns true this.click = true; } } }

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  • Calling a WPF Appliaction and modify exposed properties?

    - by Justin
    I have a WPF Keyboard Application, it is developed in such a way that an application could call it and modify its properties to adapt the Keyboard to do what it needs to. Right now I have a file *.Keys.Set which tells the appliaction (on open) to style itself according to that new style. I know this file could be passed as a command line argument into the appliaction. That would not be a problem. My concern is, is thier a way via a managed environment to change the properties of the executable as long as they are exposed properly, an example: 'Creates a new instance of the Keyboard Appliaction Dim e_key as new WpfAppliaction("C:\egt\components\keyboard.exe") 'Sets the style path e_key.SetStylePath("c:\users\joe\apps\me\default.keys.set") e_key.Refresh() 'Applies the style e_key.HideMenu() 'Hides the menu e_key.ShowDeck("PIN") 'Shows the custom "deck" of keyboard keys the developer 'Created in the style appliaction. ''work with events and resposne 'Clear the instance from memory e_key.close e_key.dispose e_key = nothing This would allow my application to become easily accessible to other Touch Screen Application Developers, allowing them to use my key_board and keep the functionality they need. It seems like it might be possible because (name of executable).application shows all the exposed functions, properties, and values. I just have never done this before. Any help would be appreciated, thank you in advance.

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  • My code gets an argument error, expecting 1 but got 0 - AS3

    - by Louis Cottier
    I've got this code with a variable of platform, which I'm trying to link with the actual object of Platform in my .fla file but I get this error when I run it; ArgumentError: Error #1063: Argument count mismatch on Code(). Expected 1, got 0. In my output window. package { import flash.display.MovieClip; import flash.events.MouseEvent; import flash.events.KeyboardEvent; import flash.events.Event; import flash.ui.Keyboard; public class Code extends MovieClip { var charSpeed:int = 0; var velocity:int = 0; var gravity:Number = 1; var Jump:Boolean = false; public function startGame(){ stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeyDown); stage.addEventListener(KeyboardEvent.KEY_UP, checkKeyUp); stage.addEventListener(Event.ENTER_FRAME, loop); } private var platform:Platform; public function Code(value:Platform) { platform = value; } function checkKeyDown(evt:KeyboardEvent){ if (evt.keyCode == Keyboard.LEFT){ charSpeed -= 10; } if (evt.keyCode == Keyboard.RIGHT){ charSpeed += 10; } if (evt.keyCode == Keyboard.DOWN){ if(!Jump){ velocity -= 14; Jump = true; } } } function checkKeyUp(evt:KeyboardEvent){ if (evt.keyCode == Keyboard.LEFT){ charSpeed = 0; } if (evt.keyCode == Keyboard.RIGHT){ charSpeed = 0; } } function loop(evt:Event){ player.x = velocity; if (player.x < 0){ player.x = 0; } if (player.x > 550){ player.x = 550; } velocity += gravity; var Platform:Array = new Array(platform) if (!Platform.hitTestPoint(player.x, player.y, true)){ player.y += velocity; } for (var i = 0; i < 10; i++){ if (Platform.hitTestPoint(player.x, player.y, true)){ player.y--; velocity = 0; Jump = false; } } } } } The as3 file name is Code, and the fla file name is Game. My objective is to get my player to move around on the platform using the arrow keys. The linkage of my platform is "Platform". If anyone could help that would be great

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  • [as3] air for android - stage.setOrientation deprecated in AIR 2.5 so how do I do it now?

    - by jason
    as3 air for android using flash CS5 my problem: testing an AIR app on my droid 2 global (with slide out keyboard) using stage.addEventListener(StageOrientationEvent.ORIENTATION_CHANGE, handleOrientationChange); this is only fired when the i slide the keyboard out and not when I rotate the phone. I have tried this with the auto orientation on and off and with the aspect to portrait and landscape. actually the auto orientation option does not seem to make a difference on or off. I need the orientation to change when i rotate the phone. I know i can use the accelerometer to do this but the problem with that is when I click on a textField with the keyboard closed only the vertical keyboard pops up and i need the other one to pop up when holding the phone sideways.

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  • Maximized MFC window has dead region at the top

    - by John Calsbeek
    I'm trying to make a MFC window fullscreen whenever it is maximized. This window is being used to draw OpenGL content. So far it works fine—it fills the entire screen with the exception of the taskbar—but there's a dead black region at the top of the screen, 62 pixels in height. It's pretty darn close to the height of the Windows 7 taskbar, but it pretty much stays the same regardless of if the taskbar is on autohide or on a different side of the screen. When I get a CWind::OnSize callback, the height that is given is 988, which is 62 pixels short of the actual screen height (1050). I've tried to manually set the window height to 1050 with SetWindowPos, I've tried to give Windows the screen dimensions in CWnd::OnGetMinMaxInfo, and I've tried to give the screen dimensions to glViewport instead of the 988 pixels that I'm being given. None of these seem to work. I'm accomplishing the fullscreening with a call to… ModifyStyle(0, WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_SYSMENU | WS_CAPTION | WS_POPUP, 0); …in the SIZE_MAXIMIZED CWnd::OnSize callback, which works fine, except for this dead region. I don't know if it's an OpenGL thing or a Win32 thing or a MFC thing. The GetClientRect function for my window reports the false 988 height. The same OpenGL rendering code works fine in my Mac OS X build. Curiously enough, I have gotten the dead region to move around a bit when I play with the taskbar (autohiding it, moving it around the screen, etc.). I've gotten the dead area to shrink to about half—not sure if the other half went to the bottom of the window or not.

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  • Scanner class is skipping lines

    - by user2403304
    I'm new to programing and I'm having a problem with my scanner class. This code is in a loop and when the loop comes around the second, third whatever time I have it set to it skips the first title input. I need help please why is it skipping my title scanner input in the beginning? System.out.println("Title:"); list[i].title=keyboard.nextLine(); System.out.println("Author:"); list[i].author=keyboard.nextLine(); System.out.println("Album:"); list[i].album=keyboard.nextLine(); System.out.println("Filename:"); list[i].filename=keyboard.nextLine();

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