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  • Windows 7 loses correct time zone upon reboot

    - by Android Eve
    I have a standard PC running Windows 7 Ultimate (64-bit). For some reason, it refuses to keep the correct time zone (the BIOS battery is OK) when restarted. Note (1): The Time zone is correct. The "Internet Time" tab also shows "this computer is set to automatically synchronize with 'time.windows.com'. When I click the 'Change settings...' button, the 'Synchronize with an Internet time server' checkbox is checked. Still, upon reboot, the time is skewed by 6 hours... and doesn't correct itself even after waiting hours for this "automatically synchronize" to occur. Note (2): The BIOS time is set to local (i.e. not UTC). When I restart Windows 7 without booting to the other OS installed in dual-boot config (Ubuntu Linux), it seems to correctly remember the time. This may explain immediate time upon reboot, but it doesn't explain why Windows 7 won't automatically 'Synchronize with an Internet time server' even after an hour. Why is this happening and how do I correct this?

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  • Session Variables lost between pages reloads

    - by Android Addict
    I was forced to move to IIS 7 when the server running our IIS 6 died. Nothing in the web app has changed, but it's obvious the environment has dramatically. The app fails between pages because the session variables are lost during redirect. I am not an expert on app pools but my impression from reading several posts is that the app pool is being recycled immediately. While they give a reason, they offer no help in how to resolve this. Can someone explain to a newb how to properly configure the DefaultAppPool?

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  • Recreating "presentModalViewController"?

    - by Benjohn Barnes
    I'm using a UIImagePickerController set up as a camera with an overlay view. I want to present a modal view controller on top on this. When I do so, though, the camera view "closes". This would be okay, but when I dismissModalViewControllerAnimated, I see the closed camera, and there is a long and annoying delay before it reopens. I would like to avoid this. Unless someone has a better approach, I am planning to simply perform the transition that presentModalViewController would perform myself. However, if I take my modal view from it's controller and add it as a sub view of the camera overlay view, like this: [[_imagePickerController cameraOverlayView] addSubview: [viewController view]]; then the modal view doesn't show up at all, and the application crashes with an EXC_BAD_ACCESS in my "modal" view's layoutSubViews. Where as, if I present it with presentModalViewController, everything works fine. Clearly, presentModalViewController is also doing some other stuff. Does anyone know what this is so that I can recreate it?

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  • PDAnet on Android IP on PC is not public IP. Where does the NAT take place, PDAnet or Verizon?

    - by lcbrevard
    When using PDAnet on a PC (Win7 ultimate) to USB tether a Motorola Droid on Verizon 3G the IP address of the PC appears to be public - 64.245.171.115 (64-245-171-115.pools.spcsdns.net) - but connections show as coming from another public IP - 97.14.69.212 (212-sub-97.14.69.myvzw.com). Someone is performing Network Address Translation - either PDAnet or within the Verizon 3G network. Can someone tell me who is doing the NAT? Is it PDAnet or is it at Verizon? Is there any possibility of setting up port forwarding, such that connections to the public IP 97.14.69.212 (212-sub-97.14.69.myvzw.com) are forward to the PC? We are testing a network protocol that requires either a true public IP or forwarding a range of ports from the public Internet to the system on which the software runs (actually Linux hosted by VMware Player or Workstation on a PC running Windows).

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  • Why can't I install Ubuntu 10.04 on a system that already has Ubuntu 8.04?

    - by Android Eve
    Ubuntu 10.04 is beautiful. I love it. I am dying to install it on my PC, alongside the existing Ubuntu 8.04 (from which I write this message right now). But... it won't let me! When I reach the partitioning stage (manual!) Ubuntu 10.04 sees my two HDDs as one RAID volume. It doesn't see all the partitions I already have in place in /dev/sda and /dev/sdb. Even Windows 7 doesn't behave like this... (yes, I actually managed to install Windows 7 64-bit in dual-boot configuration with Ubuntu 8.04 on this same system). Note: GParted on Ubuntu 10.04 (live CD) sees the partition intended for Ubuntu 10.04 (/dev/sda4) perfectly, but is unable to format it. Any idea how to solve this problem?

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  • Access a samba mount from an ssh connection

    - by Android
    I have Ubuntu 9.10 on my computer. I have made a samba mount to a windows computer. This works fine when I am on the Ubuntu computer directly. When I go to another computer and connect to Ubuntu with SSH. I can connect fine and everything works but the folder my mount is in appears empty. I have only 1 account and it has permissions on the file etc. When on the computer directly it all works perfectly, it is only when connecting with SSH that isn't visible. What am I doing wrong here? I made the mount with smbmount //computer/folder mount -o username=username,password=password Even if I run this command on the SSH connection then it is the same, visible on the computer directly but not on SSH.

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  • Quaternion Cameras and projectile vectors

    - by Tom J Nowell
    In our software we have a camera based on mouse movement, and a quarternion at its heart. We want to fire projectiles from this position, which we can do, however we want to use the camera to aim. The projectile takes a vector which it will add to its position each game frame. How do we acquire such a vector from a given camera/quaternion?

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  • Computer won't stay powered up

    - by Android
    I have just tried to turn my PC on this morning and it won't stay powered up. It will come on as normal for about 5 seconds, not quite long enough for the monitor to wake up. Then it will power off. After about 2 seconds it will start again, it will continue like this until I pull out the plug. Plugging it in again doesn't restart the cycle although pressing the power button does. I have tried to clear the cmos but beyond that I have no ideas. It was working perfectly when I put it in hibernate last night.

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  • Google document does not print correctly on Mac 10.7.5 using Chrome

    - by Android Addict
    When attempting to print a Google document, the header does not get printed at all and the text starts almost in the center of the page - cutting off almost half of the text in the printable area horizontally. The vertical alignment appears fine, with the exception of hte missing header. I have searched the product forums at Google, but they are virtually unusable. Endless threads without a solution! For reference, the document prints fine from Windows XP using Chrome. I can also print from other applications on the Mac without issue - so I am thinking it's a Google doc issue at this point.

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  • Computer won't stay powered up

    - by Android
    I have just tried to turn my PC on this morning and it won't stay powered up. It will come on as normal for about 5 seconds, not quite long enough for the monitor to wake up. Then it will power off. After about 2 seconds it will start again, it will continue like this until I pull out the plug. Plugging it in again doesn't restart the cycle although pressing the power button does. I have tried to clear the cmos but beyond that I have no ideas. It was working perfectly when I put it in hibernate last night. NOTE: I am using a Dell Optiplex 755 UPDATE 1: I took out the motherboard battery and it almost came on then it displays the message Error loading Operating System UPDATE 2: After taking out the custom video card, it says "No hard drive present"

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  • scrollable text view with 2 buttons not being displayed using xml layout

    - by rajyalakshmi
    Hi Everyone, the following is my xml layout for scrollbale text view with 2 buttons.But with this i am able to see only text but not the buttons.Howvever if i put smaller text and make it simple text view(without scroll),the buttons are being seen.Can anyone help me to able to get scrll text view in a window with 2 bottoms at the bottom. <Button android:id="@+id/button1" android:layout_width="wrap_content" android:layout_height="fill_parent" android:text="@string/my_button_text1" /

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  • Laser Beam End Points Problems

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • Unity DontDestroyOnLoad causing scenes to stay open

    - by jkrebsbach
    Originally posted on: http://geekswithblogs.net/jkrebsbach/archive/2014/08/11/unity-dontdestroyonload-causing-scenes-to-stay-open.aspxMy Unity project has a class (ClientSettings) where most of the game state & management properties are stored.  Among these are some utility functions that derive from MonoBehavior.  However, between every scene this object was getting recreated and I was losing all sorts of useful data.  I learned that with DontDestroyOnLoad, I can persist this entity between scenes.  Super.Persisting information between scenesThe problem with adding DontDestroyOnLoad to my "ClientSettings" was suddenly my previous scene would stay alive, and continue to execute its update routines.  An important part of the documentation helps shed light to my issues:"If the object is a component or game object then its entire transform hierarchy will not be destroyed either."My ClientSettings script was attached to the main camera on my first scene.  Because of this, the Main Camera was part of the hierarchy of the component, and therefore was also not able to destroy when switching scenes.  Now the first scene's main camera Update routine continues to execute after the second scene is running - causing me to have some very nasty bugs.Suddenly I wasn't sure how I should be creating a persistent entity - so I created a new sandbox project and tested different approaches until I found one that works:In the main scene: Create an empty Game Object:  "GameManager" - and attach the ClientSettings script to this game object.  Set any properties to the clientsettings script as appropriate.Create a prefab, using the GameManager.Remove the Game Object from the main scene.In the Main Camera, I created a script:  Main Script.  This is my primary script for the main scene.<code> public GameObject[] prefabs; private ClientSettings _clientSettings; // Use this for initialization void Start () { GameObject res = (GameObject)Instantiate(prefabs[0]); }</code>Now go back out to scene view, and add the new GameManager prefab to the prefabs collection of MainScript.When the main scene loads, the GameManager is set up, but is not part of the main scene's hierarchy, so the two are no longer tied up together.Now in our second scene, we have a script - SecondScript - and we can get a reference to the ClientSettings we created in the previous scene like so:<code>private ConnectionSettings _clientSettings; // Use this for initialization void Start () { _clientSettings = FindObjectOfType<ConnectionSettings> (); }</code>And the scenes can start and finish without creating strange long-running scene side effects.

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  • Isometric screen to 3D world coordinates efficiently

    - by Justin
    Been having a difficult time transforming 2D screen coordinates to 3D isometric space. This is the situation where I am working in 3D but I have an orthographic camera. Then my camera is positioned at (100, 200, 100), Where the xz plane is flat and y is up and down. I've been able to get a sort of working solution, but I feel like there must be a better way. Here's what I'm doing: With my camera at (0, 1, 0) I can translate my screen coordinates directly to 3D coordinates by doing: mouse2D.z = (( event.clientX / window.innerWidth ) * 2 - 1) * -(window.innerWidth /2); mouse2D.x = (( event.clientY / window.innerHeight) * 2 + 1) * -(window.innerHeight); mouse2D.y = 0; Everything okay so far. Now when I change my camera back to (100, 200, 100) my 3D space has been rotated 45 degrees around the y axis and then rotated about 54 degrees around a vector Q that runs along the xz plane at a 45 degree angle between the positive z axis and the negative x axis. So what I do to find the point is first rotate my point by 45 degrees using a matrix around the y axis. Now I'm close. So then I rotate my point around the vector Q. But my point is closer to the origin than it should be, since the Y value is not 0 anymore. What I want is that after the rotation my Y value is 0. So now I exchange my X and Z coordinates of my rotated vector with the X and Z coordinates of my non-rotated vector. So basically I have my old vector but it's y value is at an appropriate rotated amount. Now I use another matrix to rotate my point around the vector Q in the opposite direction, and I end up with the point where I clicked. Is there a better way? I feel like I must be missing something. Also my method isn't completely accurate. I feel like it's within 5-10 coordinates of where I click, maybe because of rounding from many calculations. Sorry for such a long question.

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  • Is it possible to billboard a sprite using a transformation matrix?

    - by Ross
    None of the current topics on billboarding seemed to answer this question. But, given a sprite (or quad) that has it's own 4x4 transformation matrix a camera with a view matrix (a standard 4x4 transformation matrix) is it possible to compute a 4x4 transformation matrix such that when the quad's matrix is multiplied with this matrix it has an orientation of looking at the camera? Thank you in advance.

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  • Laser Beam End Points Problems (XNA)

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • How do you reset a USB device from the command line?

    - by Casey
    Is it possible to reset the connection of a USB device, without physically disconnecting/connecting from the PC? Specifically, my device is a digital camera. I'm using gphoto2, but lately I get "device read errors", so I'd like to try to do a software-reset of the connection. From what I can tell, there are no kernel modules being loaded for the camera. The only one that looks related is usbhid.

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  • How to Identify Stuck Pixels and Remove Them from Your Digital Photos

    - by Jason Fitzpatrick
    If you’ve noticed hotspots in your digital photos, areas where a stuck pixel in the camera’s sensor has rendered very bright spots of color that don’t belong in the image, you’re not alone. It’s an incredibly common phenomenon, but that doesn’t mean you have to put up with it. Read on as we discuss what distinguishes stuck pixels from other sensor defects and problems, how to identify it, and how to fix it both in-camera and out.Click Here to Continue Reading

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  • XNA - Moving Background Calculations

    - by Jesse Emond
    Hi, My question is relatively hard to explain(for me, at least), so I'll go one step at a time and just tell me in the comments if it's not clear enough. So I'm making a "Defend Your Castle" type 2D game, where two players own a castle and create units that will move horizontally to try to destroy the opponent's base. Here's a screenshot of the game: The distance between both castles is much bigger in a real game though, bigger than the screen's width actually. Because the distance is bigger than the screen's width, I had to implement a simple 2D camera: Camera2D, which only holds a Location Vector2 (and I always make sure this camera is within the field area). Then, I just move all the game elements(castles, units, health bars) by that location, so that if a unit is at (5, 0), and the camera's location is (5, 0), then the unit's position will be moved by 5 units to the left, making it (0, 0) on the screen. At first, I simply used a static background with mountains and clouds(yeah, those are supposed to be mountains and clouds). Obviously, this looked awful: when you moved the camera, the background would stay immobile. Instead, I'd like to make a moving background, kind of a "scrolling" one. But rather than making a background with the same width as the distance between the castles, I'd like to make one that is a little bit smaller(but still bigger than the screen's width). I thought this would create an effect of "distance" with the background(but it might just look awful, too). Here's the background I'm testing with: I tried different ways, but none of them seems to work. I tried this: float backgroundFieldRatio = BackgroundTexture.Width / fieldWidth;//find the ratio between the background and the field. float backgroundPositionX = -cam.Location.X * backgroundFieldRatio;//move the background to the left When I run this with fieldWith = 1600, BackgroundTexture.Width = 1500 and while looking at the rightmost area, the background is offset to the left by a too big amount, and we can see the black clear color in the back, as you can see here: I hope I explained properly what I'm trying to achieve. Thank you for your time. Note: I didn't know what to look for on Google, so I thought I'd ask here.

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  • Need help with a complex 3d scene (using Ogre and bullet)

    - by Matthias
    In my setup there is a box with a hole on one side, and a freely movable "stick" (or bar, tube). This stick can be inserted/moved through the hole into the box. This hole is exactly as wide as the diameter of the stick. In reality, when you would now hold the end of the stick in your hand and move the hand left/right or up/down, the other end of the stick, which is inside the box, would move into the opposite direction of your hand movement (because the stick is affixed at the pivot point where it is entering the box through the hole). (I hope you understand what I mean so far.) Now I need to simulate such a setup in a 3d program. I have already successfully developed an Ogre3d framework for this application, including bullet. But what I don't know is how I can implement in my program what I have described above. This application must include two more features: The scene camera is attached to the end of the stick that is inserted into the box. So when the user would move the mouse (to control "his" end of the stick outside the box), then the camera attached to the stick would move in the opposite direction, as described above. The stick has some length, and the user can push it further into the box, or pull it closer to him again. That means of course that the max. radius on which the end of the stick inside the box can move depends on how far the stick is pushed into the box. Thus, the more the stick is pushed into the box, the larger the max. radius of this end of the stick with the camera will be. I understand this is maybe quite a complex thing, so I don't expect any real source code here. I already have the Ogre and bullet part as said up and running, as well as a camera attached to the stick. This works fine. What I don't know though is how I can simulate the setup described above. Especially the requirement that the stick is affixed at the position of the hole on the box, where it is inserted into the box. Any ideas how I could approach to implement the described setup?

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  • Tutoriel Perceptual Computing (introduction à Unity), par Cédric Andréolli

    Salut,Je viens vous présenter un tutoriel qui va probablement vous plaire. Citation: Le Perceptual Computing peut être défini comme un ensemble de techniques mises à disposition du développeur pour offrir une expérience nouvelle à l'utilisateur. Ce concept, développé par Intel®, est composé de deux éléments :une caméra possédant de nombreux capteurs (HD, profondeur, micro stéréo) ; un SDK développé par Intel permettant de récupérer des événements captés par la caméra. Le SDK permet de réaliser les tâches suivantes :

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  • import mini DV films from Samsung digital cam VP-D353 [USB]

    - by bobo
    I tried to import mini DV films from my old video camera VP-D353 and it's not reconised by my lubuntu.( 12.04 ) I tried "DVGRAB" which should work but it doesn't. I Found this tutorial http://www.foscode.com/linux-minidv-usb-video-capture/ But it's just saying "waiting for dv" I don't really know what should I do now. Here what I've got for the camera when I write : sudo lsub Bus 002 Device 013: ID 04e8:120f Samsung Electronics Co., Ltd thanks

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  • Will we see a trend of stereoscopic 3D games coming up in the near future?

    - by Vish
    I've noticed that the trend of movies is diving into the world of movies with 3-dimensional camera.For me it provoked a thought as if it was the same feeling people got when they saw a colour movie for the first time, like in the transition from black and white to colour it is a whole new experience. For the first time we are experiencing the Z(depth) factor and I really mean when I said "experiencing". So my question is or maybe if not a question, but Is there a possibility of a genre of 3d camera games upcoming?

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  • Bullet Physics implementing custom MotionState class

    - by Arosboro
    I'm trying to make my engine's camera a kinematic rigid body that can collide into other rigid bodies. I've overridden the btMotionState class and implemented setKinematicPos which updates the motion state's tranform. I use the overridden class when creating my kinematic body, but the collision detection fails. I'm doing this for fun trying to add collision detection and physics to Sean O' Neil's Procedural Universe I referred to the bullet wiki on MotionStates for my CPhysicsMotionState class. If it helps I can add the code for the Planetary rigid bodies, but I didn't want to clutter the post. Here is my motion state class: class CPhysicsMotionState: public btMotionState { protected: // This is the transform with position and rotation of the camera CSRTTransform* m_srtTransform; btTransform m_btPos1; public: CPhysicsMotionState(const btTransform &initialpos, CSRTTransform* srtTransform) { m_srtTransform = srtTransform; m_btPos1 = initialpos; } virtual ~CPhysicsMotionState() { // TODO Auto-generated destructor stub } virtual void getWorldTransform(btTransform &worldTrans) const { worldTrans = m_btPos1; } void setKinematicPos(btQuaternion &rot, btVector3 &pos) { m_btPos1.setRotation(rot); m_btPos1.setOrigin(pos); } virtual void setWorldTransform(const btTransform &worldTrans) { btQuaternion rot = worldTrans.getRotation(); btVector3 pos = worldTrans.getOrigin(); m_srtTransform->m_qRotate = CQuaternion(rot.x(), rot.y(), rot.z(), rot.w()); m_srtTransform->SetPosition(CVector(pos.x(), pos.y(), pos.z())); m_btPos1 = worldTrans; } }; I add a rigid body for the camera: // Create rigid body for camera btCollisionShape* cameraShape = new btSphereShape(btScalar(5.0f)); btTransform startTransform; startTransform.setIdentity(); // forgot to add this line CVector vCamera = m_srtCamera.GetPosition(); startTransform.setOrigin(btVector3(vCamera.x, vCamera.y, vCamera.z)); m_msCamera = new CPhysicsMotionState(startTransform, &m_srtCamera); btScalar tMass(80.7f); bool isDynamic = (tMass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) cameraShape->calculateLocalInertia(tMass,localInertia); btRigidBody::btRigidBodyConstructionInfo rbInfo(tMass, m_msCamera, cameraShape, localInertia); m_rigidBody = new btRigidBody(rbInfo); m_rigidBody->setCollisionFlags(m_rigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); m_rigidBody->setActivationState(DISABLE_DEACTIVATION); This is the code in Update() that runs each frame: CSRTTransform srtCamera = CCameraTask::GetPtr()->GetCamera(); Quaternion qRotate = srtCamera.m_qRotate; btQuaternion rot = btQuaternion(qRotate.x, qRotate.y, qRotate.z, qRotate.w); CVector vCamera = CCameraTask::GetPtr()->GetPosition(); btVector3 pos = btVector3(vCamera.x, vCamera.y, vCamera.z); CPhysicsMotionState* cameraMotionState = CCameraTask::GetPtr()->GetMotionState(); cameraMotionState->setKinematicPos(rot, pos);

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