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  • 2 x Netgear GS724T (Dual GBIC) trunking issue

    - by Arthor
    I have the following: Netgear GS724T (Firmware Version V1.0.3_35, Protocol Version - 2.001.002) 4 x Indineon ISFP GBR/FC Settings STP Function - Enabled Fast Link - Enabled Trunking port 23,24, (21,22 - RJ45 cables, but not connected.) I have connected both switches via 2 fiber cables and want to use trunking. The problem I am having. Sometimes I get a an issue when none of the switches cannot talk with each other, nor the devices, sometime they can. The problem is irregular and no patten can be determined The statistics shows that when the switches does not work, they have RX errors If I remove one to the GBIC connections, then everything works as normal.] Question Does anyone have a solution for this please? Thanks

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  • Computer to Tv cable question

    - by Keith D
    Hi all. Heres my query : I have a PC with all the usual outputs and a couple of TVs in the house with inputs to connect to a computer. Now, what i would like to do is get rid of cable TV and using the input into the spliters in the basement,( ie. where the input cable from outside actually feeds the system ) have the computer become the "Cable supplier" ( so to speak ) and have the output ( via some sort of box ) from the computer, convert what is on my monitor into an RF signal that is then fed into the cables in my house and ultimately to each TV / room . I don't know if there is such an item but would welcome any thoughts you might have on such a set up. I am not into HD or the like, so the picture quality needs only to be watchable, not HD. I don't want to have to set up seperate cables to feed the audio on each TV. Thanks in advance!

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  • Mouse Icon Distorted on Secondary Display

    - by Nathan Taylor
    I have a strange issue with a dual monitor, extended desktop setup where the mouse is always fine on the primary monitor, but sometimes when I move to the secondary display the icon becomes garbled and distorted (sometimes it just looks like a vertical line, instead of a pointer). If I move the mouse back and forth rapidly between primary and secondary displays the level of "garbledness" of the icon will change and sometimes go away completely. If I switch the display settings and set it to "Duplicate Monitor 1" then I end up with a garbled icon on the primary display and an accurate one on the secondary. Very annoying. Computer is Windows 7 Ultimate with an HD8750 and the newest video drivers. Monitors are two Dell 24" displays connected via DVI cables. I have also tried VGA cables.

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  • Cat 6 Only 100mbit speed

    - by Stu2000
    I tried two different cat6 cables directly connected between my two ubuntu machines. This one I ordered online: http://www.amazon.co.uk/gp/product/B002SQPDXS/ref=wms_ohs_product only achieves 100mbit speeds, but does appear to be supporting cross-talk (direct pc to pc), the other cat 6 cable, worked perfectly and gets the full 1gigabit speed. Both tests were performed using ftp and checking the network monitor with direct pc to pc connection. Did the product from amazon lie to me or do I need to manually set a setting somewhere in ubuntu for some cables? I had thought 10 quid for 20m of gigabit ethernet cable was a bit cheap, you get what you pay for... Regards, Stu Update: It seems that after rebooting, the device is set to 1000mbit sec when looking it up with sudo ethtool eth0 However after a while, this will drop down to just 100, after which to reset it to 1000 again, I have to reboot, and simply unpugging and re-plugging in the cable doesn't do it. I tried setting this in networking config file as suggested here: auto eth0 iface eth0 inet static pre-up /usr/sbin/ethtool -s eth0 speed 1000 duplex full but that resulted in my networking failing to start. Is there a problem with my 'auto-negotiation' or something? Can I manually override a setting to 1000mbit?

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  • System fan connection on Mini-ITX server case and motherboard

    - by Robert
    The case: Newegg listing for Chenbro ES34169-BK-120 The motherboard: GIGABYTE GA-D525TUD (Newegg has it as well but I can't post more than one link due to being a new user) As far as the question, the system fan I have no idea how to get these to connect to the motherboard. There are two connectors which then go to extension fan cables. So when you connect these, it should be good, but the extension cables are two connectors that go to the system fans and a female molex connector (if you click the Chenbro listing, look at the 6th picture and you'll see the two connections being made and the molex connector just kind of hanging out in the case). Is there a piece I'm missing to get it to connect to the 3 pin sys_fan section of the board? Thanks,

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  • Why do some games randomly turn my screen a random solid color?

    - by Emlena.PhD
    When playing some games my computer will randomly have an error that I cannot fix without turning it off and back on again. The screen changes to one solid color, which varies (off the top of my head I can remember seeing solid green, magenta, etc..) and the sound blares a single tone. The sound sometimes briefly restores and I can still hear the game sounds and even hear and still be heard by people in my Mumble channel, but the screen doesn't right itself so I'm still blind. What's more is this happens in some games but not in others. While the game is actually running, not while I'm still in the menu. However, it does happen if I'm afk or idle but the game world is still rendering. Games where the error occurs: League of Legends World of Warcraft Trine The Sims 2 Dungeon Defenders Safe games: games where it has never occurred: Tribes: Ascend Star Wars: the Old Republic Battlefield 3 So relatively older games cause the problem while newer games do not? I cannot predict when it will happen, it just seems random. However, if it happens and I try playing the same game further after restart it does appear to occur more frequently after the first time. But if I switch to a safe game it doesn't continue happening. Both of my RAM sticks appear fine, flipped position or either one on their own and games still run, computer still boots. I would think over-heating, but then why not all games? ALso, sometimes it happens immediately after I start playing, within seconds of the 3D world booting up. I'm looking to upgrade very soon so I want to figure out what component or software is fubar and replace/repair it. Any suggestions or recommendations of tools would be helpful. Below is some system information. Dxdiag does not detect any problems. Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120305-1505) System Manufacturer: Gigabyte Technology Co., Ltd. System Model: EP45-UD3R BIOS: Award Modular BIOS v6.00PG Processor: Intel(R) Core(TM)2 Duo CPU E8500 @ 3.16GHz (2 CPUs), ~3.2GHz Memory: 4096MB RAM DirectX Version: DirectX 11 DxDiag Version: 6.01.7601.17514 64bit Unicode Graphics card name: NVIDIA GeForce GTX 285 Driver Version: 8.17.12.9610 (error has occurred w/several driver versions) Sound: I do not have a sound card, been using motherboard's built in sound)

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  • Games at Work Part 1: Introduction to Gamification and Applications

    - by ultan o'broin
    Games Are Everywhere How many of you (will admit to) remember playing Pong? OK then, do you play Angry Birds on your phone during work hours? Thought about why we keep playing online, video, and mobile games and what this "gamification" business we're hearing about means for the enterprise applications user experience? In Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Jane McGonigal says that playing computer and online games now provides more rewards for people than their real lives do. Games offer intrinsic rewards and happiness to the players as they pursue more satisfying work and the success, social connection, and meaning that goes with it. Yep, Gran Turismo, Dungeons & Dragons, Guitar Hero, Mario Kart, Wii Boxing, and the rest are all forms of work it seems. Games are, in fact, work taken so seriously that governments now move to limit the impact of virtual gaming currencies on the real financial system. Anyone who spends hours harvesting crops on FarmVille realizes it’s hard work too. Yet games evoke a positive emotion in players who voluntarily stay engaged with games for hours, day after day. Some 183 million active gamers in the United States play on average 13 hours per week. Weekly, 5 million of those gamers play for longer than a working week (45 hours). So why not harness the work put into games to solve real-world problems? Or, in the case of our applications users, real-world work problems? What’s a Game? Jane explains that all games have four defining traits: a goal, rules, a feedback system, and voluntary participation. We need to look at what motivational ideas behind the dynamics of the game—what we call gamification—are appropriate for our users. Typically, these motivators are achievement, altruism, competition, reward, self-expression, and status). Common game techniques for leveraging these motivations include: Badging and avatars Points and awards Leader boards Progress charts Virtual currencies or goods Gifting and giving Challenges and quests Some technology commentators argue for a game layer on top of everything, but this layer is already part of our daily lives in many instances. We see gamification working around us already: the badging and kudos offered on My Oracle Support or other Oracle community forums, becoming a Dragon Slayer implementor of Atlassian applications, being made duke of your favorite coffee shop on Yelp, sharing your workout details with Nike+, or donating to Japanese earthquake relief through FarmVille, for example. And what does all this mean for the applications that you use in your work? Read on in part two...

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  • Google I/O 2012 - YouTube API + Cloud Rendering = Happy Mobile Gamers

    Google I/O 2012 - YouTube API + Cloud Rendering = Happy Mobile Gamers Jarek Wilkiewicz, Danny Hermes YouTube is one of the top destinations for gamers. Many console developers already incorporate video recording and uploading directly into their titles, but uploading to YouTube from a mobile game presents a unique set of challenges. Come and learn how the YouTube API combined with cloud computing can help enable video uploads in your mobile game. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 100 0 ratings Time: 57:05 More in Science & Technology

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  • Cable management between multiple racks

    - by RippieUK
    I am in the planning phase of re-cabling our 5 racks in one of our offices and I would like to ask for some guidance on how you go, or would go about managing cables that goes between racks. In our situation we have 5 racks where the furthest to the right is our main patch panel for 300 floor ports. The rack next to it is our main comms rack where main switches and ISP routers are located. the other 3 racks next to the comms rack then all need to connect back to the main comms rack. I am not sure if a 48 port patch panel in each rack would be any good for this scenario? mainly because i am not sure this can be linked back to the main switch with only 1 cable. Would a 48 port switch in each rack be better as you can uplink those back to main switch? Or should we just run cables between racks back to the main switch? Hope someone can offer some guidiance. Thx

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  • Problems with SAT Collision Detection

    - by DJ AzKai
    I'm doing a project in one of my modules for college in C++ with SFML and I was hoping someone may be able to help me. I'm using a vector of squares and triangles and I am using the SAT collision detection method to see if objects collide and to make the objects respond to the collision appropriately using the MTV(minimum translation vector) Below is my code: //from the main method int main(){ // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL"); // Create a clock for measuring time elapsed sf::Clock Clock; srand(time(0)); //prepare OpenGL surface for HSR glClearDepth(1.f); glClearColor(0.3f, 0.3f, 0.3f, 0.f); //background colour glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); //// Setup a perspective projection & Camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); //set up a 3D Perspective View volume //gluPerspective(90.f, 1.f, 1.f, 300.0f);//fov, aspect, zNear, zFar //set up a orthographic projection same size as window //this mease the vertex coordinates are in pixel space glOrtho(0,800,0,600,0,1); // use pixel coordinates // Finally, display rendered frame on screen vector<BouncingThing*> triangles; for(int i = 0; i < 10; i++) { //instantiate each triangle; triangles.push_back(new BouncingTriangle(Vector2f(rand() % 700, rand() % 500), 3)); } vector<BouncingThing*> boxes; for(int i = 0; i < 10; i++) { //instantiate each box; boxes.push_back(new BouncingBox(Vector2f(rand() % 700, rand() % 500), 4)); } CollisionDetection * b = new CollisionDetection(); // Start game loop while (App.isOpen()) { // Process events sf::Event Event; while (App.pollEvent(Event)) { // Close window : exit if (Event.type == sf::Event::Closed) App.close(); // Escape key : exit if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) App.close(); } //Prepare for drawing // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0; i < 10; i++) { triangles[i]->draw(); boxes[i]->draw(); triangles[i]->update(Vector2f(800,600)); boxes[i]->draw(); boxes[i]->update(Vector2f(800,600)); } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(boxes[i]))); } } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(boxes[i]))); } } App.display(); } return EXIT_SUCCESS; } (ignore this line) //from the BouncingThing.cpp BouncingThing::BouncingThing(Vector2f position, int noSides) : pos(position), pi(3.14), radius(3.14), nSides(noSides) { collided = false; if(nSides ==3) { Vector2f vert1 = Vector2f(-12.0f,-12.0f); Vector2f vert2 = Vector2f(0.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); } else if(nSides == 4) { Vector2f vert1 = Vector2f(-12.0f,12.0f); Vector2f vert2 = Vector2f(12.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); Vector2f vert4 = Vector2f(-12.0f, -12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); verts.push_back(vert4); } velocity.x = ((rand() % 5 + 1) / 3) + 1; velocity.y = ((rand() % 5 + 1) / 3 ) +1; } void BouncingThing::update(Vector2f screenSize) { Transform t; t.rotate(0); for(int i=0;i< verts.size(); i++) { verts[i]=t.transformPoint(verts[i]); } if(pos.x >= screenSize.x || pos.x <= 0) { velocity.x *= -1; } if(pos.y >= screenSize.y || pos.y <= 0) { velocity.y *= -1; } if(collided) { //velocity.x *= -1; //velocity.y *= -1; collided = false; } pos += velocity; } void BouncingThing::setCollision(bool x){ collided = x; } void BouncingThing::draw() { glBegin(GL_POLYGON); glColor3f(0,1,0); for(int i = 0; i < verts.size(); i++) { glVertex2f(pos.x + verts[i].x,pos.y + verts[i].y); } glEnd(); } vector<Vector2f> BouncingThing::getNormals() { vector<Vector2f> normalVerts; if(nSides == 3) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); Vector2f ac = Vector2f((verts[2].x + pos.x) - (verts[0].x + pos.x), (verts[2].y + pos.y) - (verts[0].y + pos.y)); ac = flip(ac); ac.x *= -1; normalVerts.push_back(ac); return normalVerts; } if(nSides ==4) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); return normalVerts; } } Vector2f BouncingThing::flip(Vector2f v){ float vyTemp = v.x; float vxTemp = v.y * -1; return Vector2f(vxTemp, vyTemp); } (Ignore this line) CollisionDetection::CollisionDetection() { } vector<float> CollisionDetection::bubbleSort(vector<float> w) { int temp; bool finished = false; while (!finished) { finished = true; for (int i = 0; i < w.size()-1; i++) { if (w[i] > w[i+1]) { temp = w[i]; w[i] = w[i+1]; w[i+1] = temp; finished=false; } } } return w; } class Vector{ public: //static int dp_count; static float dot(sf::Vector2f a,sf::Vector2f b){ //dp_count++; return a.x*b.x+a.y*b.y; } static float length(sf::Vector2f a){ return sqrt(a.x*a.x+a.y*a.y); } static Vector2f add(Vector2f a, Vector2f b) { return Vector2f(a.x + b.y, a.y + b.y); } static sf::Vector2f getNormal(sf::Vector2f a,sf::Vector2f b){ sf::Vector2f n; n=a-b; n/=Vector::length(n);//normalise float x=n.x; n.x=n.y; n.y=-x; return n; } }; bool CollisionDetection::CheckCollision(BouncingThing & x, BouncingThing & y) { vector<Vector2f> xVerts = x.getVerts(); vector<Vector2f> yVerts = y.getVerts(); vector<Vector2f> xNormals = x.getNormals(); vector<Vector2f> yNormals = y.getNormals(); int size; vector<float> xRange; vector<float> yRange; for(int j = 0; j < xNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(xNormals[j], Vector2f(xVerts[i].x, xVerts[i].x))); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(xNormals[j], Vector2f(yVerts[i].x , yVerts[i].y))); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } float x3 = Min(xRange[0], yRange[0]); float y3 = Max(xRange[xRange.size() - 1], yRange[yRange.size() - 1]); float length = Max(x3, y3) - Min(x3, y3); } for(int j = 0; j < yNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(yNormals[j], xVerts[i])); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(yNormals[j], yVerts[i])); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } } return true; } float CollisionDetection::Min(float min, float max) { if(max < min) { min = max; } else return min; } float CollisionDetection::Max(float min, float max) { if(min > max) { max = min; } else return min; } On the screen the objects will freeze for a small amount of time before moving off again. However the problem is is that when this happens there are no collisions actually happening and I would really love to find out where the flaw is in the code. If you need any more information/code please don't hesitate to ask and I'll reply as soon as possible Regards, AzKai

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  • Portland Silverlight User Group: WP7 &amp; XNA &ndash; I survived.

    - by George Clingerman
    Last night I gave a talk to the Portland Silverlight User Group. http://www.portlandsilverlight.net/Meetings/Details/15 And I survived (which you should have probably already figured out since you’re reading this post AND that’s what I titled it…) Really though it was a fantastic time and I had a lot of fun! I was a little nervous getting ready for it, but I’m always a little nervous getting ready for things. I had the game all written,  I knew the general flow for what the talk was going to be. I read over Scott Hanselman’s 11 Top Tips for a Successful Technical presentation (which has become something I do EVERY time I’m preparing for a talk). I gave myself a brief list of points I wanted to make sure I covered or worked into the talk. But then I was ready and I waited. I hate the waiting. It makes me nervous. Once I was up in front of the room though with my laptop open and some XNA code in front of me, my nerves go away. Then I’m ready. I know XNA, I love talking about XNA and I love sharing what I know and hearing questions that make me think. And hopefully that came through while I was talking. I had a freaking blast. The swag went quickly (and I was even able to hand out some XNA 2.0 books that have been around forever!) and the pizza was been gobbled down. I started the talk at about 6:10 and managed to cover a very brief intro to programming against the game loop (it’s a different concept and one that seems to trip a lot of people up getting started with game development) and then rolled into making a basic 2D game for Windows Phone 7 using XNA. And I finished the whole thing before 8:30. Wahoo! I’m planning on posting the source code and assets on my site so those should be coming soon. And to make things even better, they recorded the whole thing on video so everyone will get to see me pretend I can speak! Just wait till you hear the new song I wrote for this talk…

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  • Intel SASWT4I SAS/SATA Controller Question

    - by Joe Hopfgartner
    Hey there! I want to assemble a cheap storage sytem based on the Norco RPC-4020 Case. When searching for controllers I found this one: Intel® RAID Controller SASWT4I This is a quote form the Spec Sheet: Scalability. Supports up to 122 physical devices in SAS mode which is ideal for employing JBODs (Just a Bunch Of Disks) or up to 14 devices in RAID 0, 1, 1E/10E mode through direct connect device attachment or through expander backplane support. Does that mean I can attatch 14 SATA drives directly to the controller using SFF-8087 - 4x SATA breakout cables? That would be nice because then I can choose a mainboard that has 6 Onboard SATA and i can connect all 20 bays while only spending 155$ on the controller and like another 100$ on cables. Would that work? And why is it 14 and not 16 when there are 4 Ports? I am really confused about all the breakout/fanout/(edge-)expanding/multiplying/channel stuff...

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • wierd keyboard problem

    - by Sebastian
    just installed ubuntu on a acer extensa 5620 laptop. The keyboard works fine except when i want to type things that require me to use ctrl+alt+(any key), i can't use ctrl+alt+(any key) in any program, I can open terminal with ctrl+alt+t tho... and ctrl+(any key) and alt+(any key) seems to work. Also I just installed the game Heroes of Newerth and neither alt or ctrl key seems to work in the game. Any answer would be appreciated!

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  • My apps in the Windows 8 Store

    - by nmarun
    I have four apps in the Windows 8 store now. Logo Name Available since Description Knight’s Tour Nov 7 2012 Game – How many moves you can make with your Knight on a board alternatives To Oct 9 2012 App – Alternatives to a specified software on various platforms with different licenses Cows N Bulls Sept 7 2012 Game – Guess the four-letter word chosen by the computer Howzzat Book Aug 27 2012 App – Get ratings for a book from various sites all in one place...(read more)

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  • Can I use CAT 6a connectors with 7a cable (and get 6a performance)?

    - by Mr. Flibble
    I'm re-wiring a building and want to get the best cable possible laid - it required re-plastering to make a change to the cables and the cables will be there for the next 10 - 20 years. Currently there appears to be cat 7a cable available but not too much in the way of cat 7a connectors. Also - I won't be using 40Gig hardware in the near future. So, my question: is it possible to use cat 6a connectors / patch panels with cat 7a cable and get the same performance as I would had I used cat 6a cable? Are there any gotchas in trying to do this?

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  • some questions about raid card

    - by cpps
    I have some questions about raid card. Use LSI MegaRAID® SAS 9260-8i raid card as a example. There is only two connection ports on the raid card, and they provide two cables that can connect 8 SAS/SATA storages. The document say it can connect "Maximum 32 drives per controller", I want to know how can I connect more than 8 hard disks with this card. Is that they say "Eight internal SATA+SAS ports" means they provide two cables which can connect 8 hard drives, but you can use other way to connect Maximum 32 drives? The other question. I see host bus adapter has raid integrated , so what is the difference between host bus adapter and raid card. Are they the same? I also know is SAS/SATA Expander's function only to connect more hard drives? Thanks in advance.

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  • Share ADSL Internet connection between two computers 40 meters away (straight) from each other

    - by dario_ramos
    I have a box with a working ADSL Internet connection. About 40 meters away (straight), in another house, there is another, older box. There are two houses in between. Would there be some practical way to supply an Internet connection to the older box? The neighbors are ok with us installing cables and stuff. I'd say wifi would not be practical, since the houses in between would weaken the signal too much. And using Ethernet cables might require a switch or router in between, due to Ethernet distance limitations. Advice?

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  • New power supply and now HDDs are not recognized

    - by Michael
    So I upgraded to a new X4 ULTRA power supply that was recommended to me by a local TigerDirect store. After installing it along with a new liquid cooling system, I booted it up and it automatically fried my CD Drive. After that I noticed that the OS wouldn't start and figured out that none of the 4 HDDs in my computer were being recognized by the BIOS. I feel them spool at a steady pace and have tried new cables and connections but to no avail. I triple checked all of the connections and cables and have no idea what is wrong. This isn't the first time I changed a PS or CPU cooling system but I am at a dead end. Any ideas, aside from buying a USB HDD reader and seeing if they are all fried? Also, this is a stock Gateway mobo with the mobo USB connections already dead. Could the new PS have fried the SATA connections??

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  • Upgrading HP DL185 G5 8LFF, is using a Dell J1520 4-Drop SATA Adapter possible?

    - by jpreed00
    The HP DL185 G5 8LFF model supports 8 3.5" drives and 1 optical drive. However, instead of the optical drive, I'd like to have 2x 2.5" drives instead. The problem is that the PSU has no more SATA power cables (even though the motherboard has 4 additional SATA data ports). The PSU does have a free 10-pin connector and it looks like the J1520 cable from Dell would fit the bill. Link to cable description Does anyone have any experience using these cables? Are they safe? Any other ideas for adding the disks to the server if I don't use the cable? Thanks!

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  • Iterator

    Imagine that you are game developer. Your game is war stategy. Army has complicated structure: it consists with Hero and three Groups. When King gives decree to treat all soldiers (Hero is also soldier) you want to iterate through all soldiers and call treat() method on each soldier instance. How ca

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  • How to switch easily between a 5.1 headset and 2.1 speakers ?

    - by Wookai
    I have a 5.1 headset that I mostly use for gaming and watching movies. It is connected using 3 jacks to the rear panel of my motherboard (plus one for the microphone). I also have some small 2.1 speakers that I sometimes use to listen to music or to share a video/movie with someone. For now, what I do is crawl under my desk, and switch the cables. As my motherboard has 7.1 capabilities, I am wondering if there could be a way of having all 4 jack cables always plugged in, and switching on which device to output the sound programmatically. Has anybody had a similar problem, and how did you solve it ?

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  • How to interconnect laptop, PC, Android & Symbiam phones with WiFi?

    - by noquery
    What I have Level One wifi Router hub Laptop with Windows 7 (wifi enabled) Desktop PC with Windows 7 (with no wifi, maybe LAN cables can help) 2 android & 1 Symbian Phones each wifi enabled. LAN Cables Hathway Internet connection which allows only 1 login to access internet What I want Is it possible to access internet on PC, laptop, mobiles at the same time with only one connection? Since I don't know even A of networking so please suggest some software which require minimum cofiguration. Let me know if any other hardware I require.

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  • Low FPS in some games, but hardware not fully used

    - by Mario De Schaepmeester
    I just did a little funny experiment in the game/sim "Train Simulator 2013". I normally have good FPS in it (around 30) at full settings. What I did was make a really, really long train so that the calculations the sim needed to make were enormous (the sim is quite realistic, it takes all things into account like speed/acceleration, G-forces, comfort levels, possible wheel slip and many more, and most of those things on each carriage seperately). This resulted in only 14FPS as reported by the game, but it felt more like 8FPS or so. I have a Logitech G15 keyboard which has an LCD, and it allows me to monitor CPU/RAM and video card load on it. The strange thing is, all CPU cores were busy, but the total load was only about 60% maximum at all times. The video card was only on 30% load (possibly an important note, the memory was full, which is however not unusual for the game in question). The RAM had plenty of room and there weren't many operations as it didn't grow or shrink much. I just have the feeling that the game would run smoother if it used more of my hardware power. Why is it not doing so? I had the same in another game, The Elder Scrolls: Morrowind when using more than 100 mods (that all use scripting) and a few high res texture mods, + a full-on graphics improvement program. The engine is very old (2003), and so I thought this might be the cause (not being optimised for multithreading). I had thought of possible causes, like: The operating system doesn't let the games use all the resources. It doesn't make use of multi-threading appropriately. To eliminate the former, I tried a CPU stress tool and that got 100% CPU juice as I let it run, so the OS is not the problem. I gave its thread the "higher" priority though. My actual question In both games, I did things the engine was not really built to do or support. Can those games' framerate be limited cause of their own engine not being able to cope? What is the real reason and more importantly, can I help it? And in any case, could something actually be wrong with my hardware? It's all reasonably new, a couple of months, and I (almost) never experience any other trouble. Modern and much more demanding games work absolutely fine. Specs CPU: AMD Phenom II 965 X4 @ 3.4gHz RAM: 8GB of DDR3 RAM Video: MSI GTX560 (nVidia chip) with 1GB of GDDR5 memory OS: Windows 7 Ultimate 64 bit Nothing overclocked.

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