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  • Stack Info button above UIView in Utility App

    - by bgw
    I've started creating a iPhone Utility app (main view and flip view). I want to draw some graphics in the Main view, so I dragged a UIView object onto it. This works, but I find that if I resize the UIView to fill the Main view, it covers the Info button that invokes the Flip view. Is there any way to get the Info button to appear on top of the UIView? In IB? In code?

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  • Resize an 8bpp bitmap in GDI+

    - by harry
    I've just noticed that GDI+ doesn't like the Graphics.FromImage() method to be called with an image that is 1bpp, 4bpp, or 8bpp. Is there any way of resizing an 8bpp image without changing from 8bpp to 24bpp, resizing, and then changing it back to 8bpp?

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • Update View at runtime in Android

    - by seretur
    The example is pretty straightforward: i want to let the user know about what the app is doing by just showing a text (canvas.drawText()). Then, my first message appears, but not the other ones. I mean, i have a "setText" method but it doesn't updates. onCreate(Bundle bundle) { super.onCreate(bundle); setContentView(splash); // splash is the view class loadResources(); splash.setText("this"); boundWebService(); splash.setText("that"): etc(); splash.setText("so on"); } The view's text drawing works by doing just a drawText in onDraw();, so setText changes the text but doesn't show it. Someone recommended me replacing the view with a SurfaceView, but it would be alot of trouble for just a couple of updates, SO... how the heck can i update the view dinamically at runtime? It should be quite simple, just showing a text for say 2 seconds and then the main thread doing his stuff and then updating the text... Thanks! Update: I tried implementing handler.onPost(), but is the same story all over again. Let me put you the code: package coda.tvt; import android.app.Activity; import android.graphics.Canvas; import android.graphics.Paint; import android.os.Bundle; import android.view.View; import android.widget.TextView; import android.widget.Toast; public class ThreadViewTestActivity extends Activity { Thread t; Splash splash; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); splash = new Splash(this); t = new Thread(splash); t.start(); splash.setTextow("OA"); try { Thread.sleep(4000); } catch (InterruptedException e) { } splash.setTextow("LALA"); } } And: public class Splash implements Runnable { Activity activity; final Handler myHandler = new Handler(); public Splash(Activity activity) { this.activity=activity; } @Override public void run() { // TODO Auto-generated method stub } public synchronized void setTextow(final String textow) { // Wrap DownloadTask into another Runnable to track the statistics myHandler.post(new Runnable() { @Override public void run() { TextView t = (TextView)activity.findViewById(R.id.testo); t.setText(textow); t.invalidate(); } }); } } Although splash is in other thread, i put a sleep on the main thread, i use the handler to manage UI and everything, it doesn't changes a thing, it only shows the last update.

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  • Flickering Image in Java?

    - by Noah Cagle
    OK so I am coding a game right now to prepair for Ludum Dare SharkJam, and I am using a new method for programming, because the last method I had crashes my PC, so this one should work. Well it does work and all, better too, but the images that I put in it flicker. Here is the whole main class (where the images are drawn) package me.NoahCagle.watermaze; import java.awt.Color; import java.awt.Graphics; import java.awt.Image; import java.awt.image.BufferedImage; import javax.swing.JFrame; import me.NoahCagle.watermaze.entity.EntityShark; import me.NoahCagle.watermaze.entity.Player; import me.NoahCagle.watermaze.input.Keys; import me.NoahCagle.watermaze.map.Map; public class Game extends JFrame { private static final long serialVersionUID = 1L; Map map = new Map(0, 0); Player player = new Player(50, 30); static EntityShark shark = new EntityShark(400, 400); public Image dbImage; public Game() { setSize(800, 600); setDefaultCloseOperation(EXIT_ON_CLOSE); setLocationRelativeTo(null); setVisible(true); setTitle("Water Maze"); setResizable(false); setBackground(Color.blue); addKeyListener(new Keys()); } public static void main(String[] args) { new Game(); Thread s = new Thread(shark); s.start(); } public void paint(Graphics g) { dbImage = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB); g.drawImage(dbImage, map.x, map.y, null); g.drawImage(player.player, player.x, player.y, this); g.drawImage(shark.shark, shark.x, shark.y, this); repaint(); } } What this code does for me is makes the Images work correctly, just flickering, alot. Can anyone help me with my issue? EDIT: I think it has something to do with where I call the repaint method in the paint method, so look there.

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  • A simple, clean web layout

    - by Shaun_web
    Ok, so I hate CSS/HTML graphic design... What do you guys recommend as a sample template or website that you think has great CSS and html layout? From my past experience it's best to get a page that has a white background and little dependency on graphics -- that's clean, and easy to modify ;-).

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  • How to attach a line to a moving object?

    - by snow-spur
    Hello i have designed a maze and i want to draw a path between the cells as the 'person' moves from one cell to the next. So each time i move the cell a line is drawn I have done this so far but do not want to show my full code However i get an error saying Circle has no attribute center my circle which is my cell center = Point(15, 15) c = Circle(center, 12) c.setFill('blue') c.setOutline('yellow') c.draw(win) p1 = Point(c.center().getx(), c.center().gety()) this bit is in my loop p2 = Point(getx(), gety()) line = graphics.Line(p1, p2)

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  • Operations on Java Swing

    - by gustavo
    In my project,I will get the coordinates of some points from an XML file,and create some visual components using this information ? I am planning to give these components to a Java swing frame or panel. However,The users are supposed to click on the figure(which I will construct using Graphics 2d libraries) and select two points and give a label to the points between those two points ? How can i get the clicks clicked on JFrame or JPanel(i.e events for this kind of actions) ?

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  • please tell me how i can paint the whole screen in a rimlet?

    - by user188391
    i am developing a blackberry app. i want to paint the screen. i have implemented this VerticalFieldManager hfmBg = new VerticalFieldManager(Field.USE_ALL_HEIGHT ) { protected void paint(Graphics g) { g.setBackgroundColor(Color.SILVER); g.clear(); super.paint(g); }//end of paint method };//end of vertical field manager but tell me is there any other approach to paint the whole screen?

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  • Photoshop CS6 beta - functionality

    - by Biker John
    Is Photoshop beta cs6 full featured, or is just a preview of SOME of the new functions? I want to make sure before I remove my cs5 version. There are two contradictions that are making me unsure (as written on the official cs6 beta download page): Explore Photoshop CS6 beta for a sneak preview of some of the incredible performance enhancements, imaging magic, and creativity tools we are working on... AND Photoshop CS6 beta includes all the features in Photoshop CS6 and Photoshop CS6 Extended. Take this opportunity to try out the 3D image editing and quantitative image analysis capabilities of Photoshop Extended*, but note that—while these features will be included in the shipping version of Photoshop CS6 Extended—they will not be included in the shipping version of Photoshop CS6...

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  • What's the maximum safe temperature for a HD Radeon 6870?

    - by Adrian Grigore
    I'm running a passively cooled HD Radeon 6870 in my PC. While using 3D Acceleration, the temperature climbs up to 95 degrees Celsius according to SpeedFan. It seems a bit hot, but on the other hand I've seen other GPUs being specified to run up to 120 Degrees Celsius. The system is very stable, but Battlefield 3 crashes every few hours or so. On the other hand it might be the game's fault and not related to the GPU temperature at all. Does anyone know where I can find some manufacturer specs on the maximum allowed temperature for this GPU? Thanks, Adrian

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  • Which CPU for SQL Server machine (Xeon, i5, i7, AMD Phenom)?

    - by Tony_Henrich
    I am going to build a full height server machine to be used for SQL Server 2008 64bit. I have $400 to spend for a CPU. Which CPU should I get among i5, i7, Xeon and Phenom in terms of performance. There are so many options and I am out of touch with the latest stuff. All I know I want something fast and works with DDR3 fast memory and works with some kind of fast system bus. I don't care about overclocking, 3D & gfx benchmarks. The machine is not used for games and gfx apps. Any recommendations?

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  • 3ds Max with Parallels on a MacBook Pro

    - by Eric Koslow
    I am trying to get 3ds Max to run under Parallels on my 15'' MacBook Pro, but it is ultimatly failing. To get any decent frame rate I have to put all the setting to low, but even then I get weird graphical "gliches" when I play. Controlls are unresponsive and very laggy as well. I have increased the video memory to 256mb, but that doesn't seem to have helped. What else should I do to make the game playable? Mod-edit: I changed TF2 with a "random" 3D modelling software, which solves gaming related issues.

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  • Able to connect by SSH, but not x2go

    - by Mike
    I am having trouble connecting to a remote server with X2GO using a DSA key. Connecting works fine over SSH, but when I try to connect with X2GO, it goes immediately to the username/password box and doesn't want to use the private key I specify in the options. If I select "Try auto login" it appears to try to connect and then I get the following error: No public key matched Access denied. Authentication that can continue: publickey It was working previously, but I reinstalled the client OS and since then I am unable to connect. I copied all of the SSH keys over from the previous installation. I also tried deleting my ~/.ssh/known_hosts file and adding the key to ssh-agent with no success, but the key is definitely added correctly: $ ssh-add -l 1024 b9:3d:e5:ef:48:ea:fc:c6:6e:45:89:b5:35:e7:58:39 server.com_dsa (DSA) Note, if I enable password authentication on the server, I can connect fine, however I would like to use publickey. Any ideas how I can connect with public key authentication?

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  • HP Color LaserJet 2605dn color alignment issue

    - by robertvt
    We have a HP Color LaserJet 2605dn at work that recently lost its mind. The red and blue colors are offset from where they should be and producing a rather trippy 3D look. I've performed a manual calibration through the menus and poked at just about everything I could find. These toner cartridges are not new (as you can see they're about 50% used) but only just recently started this problem. They were working great up until this error appeared. It happens on mac, pc, and via the printer menu printouts so I don't think it's a driver problem. The printer has been restarted and reset and is running the newest firmware. Anyone have any ideas? Here's a pic http://img16.imageshack.us/img16/9984/photoon20090914at1149.jpg

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  • PC: Quick Freeze, then BSOD, then forced reboot, then freezes again

    - by cr0z3r
    Lately I have been experiencing a weird issue. My PC will hang for a second and then BSOD - it stays there, so I have to reboot. Once Windows starts again and I'm logged in, after 1-10min it freezes again, this time without BSOD. RECAP: 1 second freeze BSOD, hangs there I have to force-reboot Once PC rebooted, I log back into Windows second freeze between a 1-10min range, no BSOD (alternatively, I get a freeze with a constant sound/noise, no BSOD) I contacted my PC provider, who told me my graphics-card might be flawed (Quadro 4000), so I used a Quadro 2000 that they lend me. The issue still occurred. The issue now seemed to belong to a flawed RAM module. Following my provider's steps, I removed all but the first from the left column and kept using my PC for a week or so without any issues. I then added the bottom-right module, and so on, until all modules were back inside - I had no problems. Now it seemed that a simple take-out-put-back-in of the RAM modules had fixed the issue. However, after a few months, the issue was back. I redid all the RAM-swapping I had done before, and concluded that the lower-right module was flawed. My provider changed it for another, and everything was great until now. My PC froze again for barely a second, hanged on a BSOD, I rebooted it, logged-in to Windows to get a freeze (without BSOD or reboot) 40 seconds later. Something worth noting, is that every time I reboot after the BSOD, it is something within Chrome that freezes my PC (e.g. this time I clicked the "restore" button as Chrome mentioned it had exited unexpectedly - from the previous freeze obviously - and it instantly froze). Finally, the Event Viewer lists 2 critical events in the past hour as "ID: 41, Type: Kernel-Power". PC-Specs: http://i.imgur.com/VZpbr.jpg Previous Dump-files: https://dl.dropbox.com/u/716600/DumpFiles_08_2012.zip I would like to thank anybody in advance for your help. You're great. UPDATE 1: I realized that I did not mention an awkward fact about this issue. After I have gotten the 1-sec freeze followed by a BSOD, after I rebooted because the BSOD hanged, and after I logged back in to get another (this time, eternal) freeze and rebooted once again, the PC does not boot back up. The power-light is on, but my monitor says "no signal", as if the PC wouldn't really be turned on. This truly seems a like a power-related issue, doesn't it? UPDATE 2: I just got a freeze, but without BSOD. My screen froze (while on Chrome, which is starting to seem suspicious to me) with an ongoing sound/noise. I had to force-reboot my PC. I would say this is a graphics-card issue, but this issue also happened when I was using the Quadro 2000 from my provider. UPDATE 3: I just got a BSOD while trying to render something (quite heavy, actually) in 3ds Max 2012. I left the BSOD "running", as it said it was writing dump files to disk. However, the percentage number stayed at 0, so after 15 minutes I force-rebooted. I then used the software WhoCrashed (thank you Dave) which reported the following from the C:\Windows\Memory.dmp file: On Thu 22.11.2012 22:13:45 GMT your computer crashed crash dump file: C:\Windows\memory.dmp uptime: 01:05:27 This was probably caused by the following module: Unknown () Bugcheck code: 0x124 (0x0, 0xFFFFFA80275AC028, 0xF200001F, 0x100B2) Error: WHEA_UNCORRECTABLE_ERROR Bug check description: This bug check indicates that a fatal hardware error has occurred. This bug check uses the error data that is provided by the Windows Hardware Error Architecture (WHEA). This is likely to be caused by a hardware problem problem. This problem might be caused by a thermal issue. A third party driver was identified as the probable root cause of this system error. It is suggested you look for an update for the following driver: Unknown . Google query: Unknown WHEA_UNCORRECTABLE_ERROR

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  • /dev/sda1 not a subset of /dev/sda?

    - by Guillaume Brunerie
    Hi, the first entry of my partition table is: $ sudo hexdump -Cv -n 16 -s 446 /dev/sda 000001be 80 01 01 00 83 fe ff ff 3f 00 00 00 81 1c 20 03 |........?..... .| (-Cv describe the output format, -n 16 asks for 16 bytes and -s 446 skips the first 446 bytes) You can see that my first partition is a primary Linux partition and that this partition begin at sector 63 (see for example here for the structure of the partition table). I would then expect that except for the first 63 sectors and the other partitions, /dev/sda1 and /dev/sda are exactly the same. But this is not the case, the sector #2 of /dev/sda1 is not exactly the same as the sector #65 of /dev/sda (but they are very similar, only 16 bytes are different): $ sudo hexdump -Cv -n 512 -s 65b /dev/sda 00008200 00 20 19 00 90 03 64 00 2d 00 05 00 5a 2f 56 00 |. ....d.-...Z/V.| 00008210 b6 b1 16 00 00 00 00 00 02 00 00 00 02 00 00 00 |................| 00008220 00 80 00 00 00 80 00 00 00 20 00 00 d8 38 ee 4c |......... ...8.L| 00008230 9a 01 ef 4c 05 00 24 00 53 ef 01 00 01 00 00 00 |...L..$.S.......| 00008240 59 23 e9 4c 00 4e ed 00 00 00 00 00 01 00 00 00 |Y#.L.N..........| 00008250 00 00 00 00 0b 00 00 00 00 01 00 00 3c 00 00 00 |............<...| 00008260 42 02 00 00 7b 00 00 00 85 23 eb f2 71 67 44 f5 |B...{....#..qgD.| 00008270 bb 8f 6f f2 3a 59 ff 4d 55 62 75 6e 74 75 00 00 |..o.:Y.MUbuntu..| 00008280 00 00 00 00 00 00 00 00 2f 75 62 75 6e 74 75 00 |......../ubuntu.| 00008290 d8 3c df 5d 00 88 ff ff 52 d0 ef 1d 00 00 00 00 |.<.]....R.......| 000082a0 c0 40 51 b6 00 88 ff ff 00 4e c8 bb 00 88 ff ff |[email protected]......| 000082b0 c0 f6 86 b8 00 88 ff ff 30 2e 0d a0 ff ff ff ff |........0.......| 000082c0 38 3d df 5d 00 88 ff ff 00 00 00 00 00 00 fe 03 |8=.]............| 000082d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000082e0 08 00 00 00 00 00 00 00 00 00 00 00 8a 53 d3 0e |.............S..| 000082f0 7c 7a 43 e4 8b fb ca e0 72 b7 fa c8 01 01 00 00 ||zC.....r.......| 00008300 00 00 00 00 00 00 00 00 16 4c 47 4b 0a f3 03 00 |.........LGK....| 00008310 04 00 00 00 00 00 00 00 00 00 00 00 fe 7f 00 00 |................| 00008320 24 b7 0c 00 fe 7f 00 00 01 00 00 00 22 37 0d 00 |$..........."7..| 00008330 ff 7f 00 00 01 00 00 00 23 37 0d 00 00 00 00 00 |........#7......| 00008340 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 08 |................| 00008350 00 00 00 00 00 00 00 00 00 00 00 00 1c 00 1c 00 |................| 00008360 01 00 00 00 e9 7f 00 00 00 00 00 00 00 00 00 00 |................| 00008370 00 00 00 00 04 00 00 00 9f 7d bb 00 00 00 00 00 |.........}......| 00008380 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 00008390 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000083a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000083b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000083c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000083d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000083e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000083f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| versus $ sudo hexdump -Cv -n 512 -s 2b /dev/sda1 00000400 00 20 19 00 90 03 64 00 2d 00 05 00 5a 2f 56 00 |. ....d.-...Z/V.| 00000410 b6 b1 16 00 00 00 00 00 02 00 00 00 02 00 00 00 |................| 00000420 00 80 00 00 00 80 00 00 00 20 00 00 df 76 ef 4c |......... ...v.L| 00000430 df 76 ef 4c 06 00 24 00 53 ef 01 00 01 00 00 00 |.v.L..$.S.......| 00000440 59 23 e9 4c 00 4e ed 00 00 00 00 00 01 00 00 00 |Y#.L.N..........| 00000450 00 00 00 00 0b 00 00 00 00 01 00 00 3c 00 00 00 |............<...| 00000460 46 02 00 00 7b 00 00 00 85 23 eb f2 71 67 44 f5 |F...{....#..qgD.| 00000470 bb 8f 6f f2 3a 59 ff 4d 55 62 75 6e 74 75 00 00 |..o.:Y.MUbuntu..| 00000480 00 00 00 00 00 00 00 00 2f 75 62 75 6e 74 75 00 |......../ubuntu.| 00000490 d8 3c df 5d 00 88 ff ff 52 d0 ef 1d 00 00 00 00 |.<.]....R.......| 000004a0 c0 40 51 b6 00 88 ff ff 00 4e c8 bb 00 88 ff ff |[email protected]......| 000004b0 c0 f6 86 b8 00 88 ff ff 30 2e 0d a0 ff ff ff ff |........0.......| 000004c0 38 3d df 5d 00 88 ff ff 00 00 00 00 00 00 fe 03 |8=.]............| 000004d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000004e0 08 00 00 00 00 00 00 00 00 00 00 00 8a 53 d3 0e |.............S..| 000004f0 7c 7a 43 e4 8b fb ca e0 72 b7 fa c8 01 01 00 00 ||zC.....r.......| 00000500 00 00 00 00 00 00 00 00 16 4c 47 4b 0a f3 03 00 |.........LGK....| 00000510 04 00 00 00 00 00 00 00 00 00 00 00 fe 7f 00 00 |................| 00000520 24 b7 0c 00 fe 7f 00 00 01 00 00 00 22 37 0d 00 |$..........."7..| 00000530 ff 7f 00 00 01 00 00 00 23 37 0d 00 00 00 00 00 |........#7......| 00000540 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 08 |................| 00000550 00 00 00 00 00 00 00 00 00 00 00 00 1c 00 1c 00 |................| 00000560 01 00 00 00 e9 7f 00 00 00 00 00 00 00 00 00 00 |................| 00000570 00 00 00 00 04 00 00 00 a3 7d bb 00 00 00 00 00 |.........}......| 00000580 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 00000590 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000005a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000005b0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000005c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000005d0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000005e0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 000005f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| For example in the third line, there is a 8.L in the first hexdump and v.L in the second. Why are there differences?

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  • How to stabilize PCIe sound card in its card slot?

    - by Josh
    I have a Soundblaster Recon 3d Fatal1ty sound card and randomly every once in a while my computer won't recognize it. I am almost 100% sure it is something to do with its PCIe slot. After I turn off the computer and just wiggle the card a bit, the computer recognizes the card once I restart. I can't really try it in the other PCIe slot because the video card gets in the way. It is a Biostar TA970XE motherboard. I don't know if it is something to do with the pins on the actual card or if it is something to do with the slot. I couldn't find any related issues about this card on Google. Is there anything I can do to help secure the card in its slot so that my computer will recognize it? Any help is appreciated.

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  • Windows 7 Slowness following Virtual PC and Visual Studio Install

    - by Elliot Hughes
    I'm running Windows 7 32bit on a 3.2ghz Pentium D with 2gb RAM and a 1TB SATA hard drive. My system was running as fast as it ever has until I installed Visual Studio and Virtual PC a few days ago. Ever since - regardless of whether either application has been running the system has been running incredibly slowly. For example flash video plays jumpily, 3D games that used to run fine are now unplayable and even the smallest amount of multitasking makes the system unusable. I'm confident there is no virus or other such things present following scans in safemode and I'm fairly confident I've made no other changes to my system. Any ideas - I've run out of things to try!

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  • How can I get 32-bit Direct3D working on my 64-bit Windows 7 system?

    - by Daniel Stutzbach
    I recently upgraded a Dell Inspiron 6400 to Windows 7 Ultimate 64-bit. I have a 32-bit 3D application that refuses to run, giving an error of "Failed to initialise [sic] Direct3D device". The dxdiag tool tells me: DirectDraw Acceleration: Enabled Direct3D Acceleration: Not Available However, the 64-bit version of dxdiag tells me: DirectDraw Acceleration: Enabled Direct3D: Enabled I have installed and re-installed the latest graphics drivers, as well as the DirectX 9 redistributable, but it stills fails in the same way. dxdiag reports the chipset name as the "Mobile Intel(R) 945 Express Chipset Family" with the the Chip Type as "Intel(R) GMA 950". The main driver is igdumd64.dll, version 8.15.10.1930. How can I get 32-bit Direct3D working?

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